» Fri Feb 04, 2011 12:45 pm
New to forums here... I love this idea, I think, if we're talking about the same thing. I'm here because I'm unofficially at about 200 game hours in Fallout 3 (with a couple more add-ons to go) and patiently awaiting the dropping of the New Vegas bomb (get it?). Anyway, I'm of the explorer type as it is. As soon as I vacated Vault 101 I headed north to investigate a radio signal (a Pitt add-on) and ended up going all the way to the edge of the map! 200 hours later I am still amazed at the scale of this world, but am starting to think the scope of the game is too limited for it.
Now, don't get me wrong: I LOVE THIS GAME. But perhaps my personal gaming experience has skewed my perspective. For example, I only recently (game-time-wise) completed the GNR quest and since have finally enjoyed listening to Three Dog because I like hearing about ME--where I'm at ("exploring caves out west...") and what I've done ("found Billy a new family in Rivet City") etc. And yet, I'm still not sure I feel as accomplished or integrated as a player/character as Three Dog's dialogue suggests I am. What if the average Scavenger I met had heard rumors of me, actually recognized me and my recent exploits like Three Dog? I mean, some of them have radios tuned to GNR as well I know. Perhaps this is where we become more of a Fallout Sim?
Of course, you're wondering, how can the player be made to feel more integrated and involved, stimulated and attached to goings on of the Wasteland? Well, how about involving the player in both the micro- and macro- of "Rebuilding America's Future Today!" I suggest the ability to found small settlements of Wastelanders by being able to suggest to them the place and the reasons why! After you clear the Feral Ghouls or Super Mutants out of a building on the outskirts of the DC ruins, then you instruct Wastelanders to move in and fortify the place a la the Muties' twisted spikes of death decopage, or the Raiders' corrugated metal, plywood, and barbed-wire. This can lead to a myriad of branching side quests: having to help find or stock-up on supplies (medicines, food, weaponry/ammo) for any number of unfortunate reasons; having to convince caravans to add the settlement to their route; having to abandon/relocate the Wastelanders, or convince Wastelander-country folk to move to your settlement (Arefu has the tactical advantage of having only one entrance, but apparently that still couldn't stop the Family. And seriously, Arefu as any sort of longterm settlement is a bit of a joke, isn't it? Now Big Town had possibilities!); etc. Also, think of how the player's choices could affect this!!
Are you a saviour? Then, your settlement is where you're likely to send those freed Captives of Muties or Slavers. Are you a sinner? Then you'll attract roving Talon Company Merc's and Raiders, maybe start a war with rival Slavers. Are you neutral? Then maybe your town will grow organically on it's own, inviting either the Enclave or Brotherhood to recognize/support/defend it. Imagine seeing your views on Ghoul integration actively applied to a community. So, you're literally helping to "Rebuild America's Future Today" on the small, community scale, while at other times affecting the future of humanity as a whole when you learn of your father's true past and seek to purify "the waters of life". The Wasteland is a bit of a post-apocalyptic Wild West, but you can turn it into either a fledgling American territoy or a kingdom of your own.
I want to stress that this would not make other, already established communities irrelevant. Obviously trade requires two parties. Also, really, who'd want to leave Rivet City (it's guarded by an Android!), even if your town is nestled in the relatively peaceful western foothills. In addition, I do not personally believe location selection(s) should be forced upon the player by a select few arbitrary spots. ANYWHERE should be possible to attempt. But, perhaps the character you've chosen to help you, say a Dave-type, points out there's nowhere close-by to scavenge from, thus your infant town would be a poor idea on that location. Now, if you're a smooth, charismatic talker perhaps you can convince him, and then watch it all slowly fail or fight until your supplies are low to make it succeed. Here again, we find a realistic and thematic tie-in: your growing settlement is bestowed upon it what you bring. Every science book you read increases it's technology. Every med or chem you store there increases its likelihood of longterm survival. Every medical clipboard or red plate or small burned book you bring back gets repurposed. And, of course, you can help assign duties: scavvie, repairer, medic, guard, etc. Though, I should say here, we don't want to make the game one of administration, but I am confident a fun, adventurous, energetic balance can be found.
Naturally, all this rests on the current gaming technologies, and I'm just a dreamer, not a programmer. So, if you're still reading this then thank you but for all we know, this level of gaming isn't possible yet, but I'm going to guess it is. Between Fallout 3, Fable 2, and GTA 4, among many, many others I see soon the possible emergence of the single-player 1000 hour game. You read correctly: a game with such a scope of possibility, adventure, and personal involvement that if you want to you can play on the edge of your seat for 1000 hours without repeatedly killing ever larger numbers of baddies as "quests" to accomplish this time. Like I said, I'm a dreamer.
And now it's time for me to end this. I've already over-stayed my welcome I'm sure. I hope this idea goes somewhere...