If the goal is to make new Fallout 3-style games out of Fallout 1 and 2, I would rather they concentrate on new titles... those games already exist as they are, and I'd rather see new content. Plus, those games would probably not match Bethesda's style enough to redo them without significant changes.
I'm all for DVD-like rereleases of classic games and think it should be done MUCH more often, but keeping the original spirit intact.
That's kind of my view. I think it's one thing to just port games to modern PCs and consoles; and maybe even adding a bit of polish to it (like they used to do back in the day with the old Sierra games, actually.) But I think that if you're going to go through the effort of taking an old game and then changing it into what is pretty much a different game - then you're probably better off just making a new game. It's not like you really need to have played Fallout 1 and 2 to know what's going on in Fallout 3, after all.
And that's a redo of Fallout 1 with 3D graphics and realtime gameplay - a totally new game. It just seems to me like you'd just as well to go all the way and come up with a new plot and characters.
it was born out of software/hardware requirements in early years of the computer industry.
today turn based is a design choice only for board games or juts over simplified crap that should be flash game rather
than a real game, none tactical and strategical should feature it any more (unlike iso like perspectives)
good examples, Company of heroes as tactical game and the soon coming latest hearts of Iron 3 as strategic Game.
This tired old argument again, huh?
You may want to recheck your facts or cite some sources, because I think you're quite mistaken on a woefully common misconception that turn-based games were born out of some mythical technical limitation.
The first videogames
were realtime. There's never been any technical limitation - you've always been able to do real-time games just as easily as a turn-based one. Originally, it was actually
easier to code a real-time game (still is, and always has been, actually) - there's a reason that Space Invaders, Pong, and Pac-Men were real-time. This follows all through the entire history of videogame design. You first started seeing turn-based games when the computing power was enough to catch up with the tabletop games that people were playing. A lot of fans of wargames very much liked the concept of a computer to handle all of the complicated math that was involved in resolving a round on a tabletop.
That's where turn-based gaming comes from. History supports this.
I still have fond memories of playing TSR's Interceptor on my computer, for example. Which was a 100% faithful translation of the original tabletop rules. And was even designed so that you could optionally play it alongside your regular tabletop campaign.
For example, it can take me all day (or even an entire weekend) to resolve a single combat with miniatures. A large portion of that time is spent adding up die rolls, comparing charts, bickering over the rules, and doing lots of math in your head or on a calculator. Not to mention the tedium of trying to fit a tape measure and protractor to work out your movement without knocking over your pieces or your little plastic trees. Putting that game wholesale into a computer drastically cuts that time down. I know this for fact. I have a number of Napoleonics games that run on the same rulesets I've used on tabletop for many years. I can play quite a few battles in the amount of time it takes me to work it out on a table.
Fallout 1 could very well have been real-time, had they so wished. The first Diablo came out (I think it was that year, but at the very least within a year of Fallout's release.) There was no technical limitation that "forced" the first game to be turn-based. That was the game they wanted to make.
There's also no inherent reason why turn-based is over-simplified. I cite Civilization, X-Com, Jagged Alliance, and any number of Napoleonic simulations. They've also very recently released Blood Bowl, which is a faithful recreation of the classic Game Workshop miniatures game. There's nothing "simple" about any of these games - their entire purpose is to be played turn-based; and I find it laughable to think that Civilization remains turn-based after all these years because of some hypothetical technical limitation (which is patently false to begin with.)
You might not like it - it's not for everyone. Not everyone likes Chess, Go, or Succession Wars, either. These days (and throughout the entire course of videogame history) a game is turn-based because that's the way it's intended to play. It's an ends to a means, and for those who are fans of it a major part of the fun to be had is in the system by which it is played. I could more easily argue that real-time is the old and outdated way to play - because that was the default and only way to play a game until computers were able to catch up with the complex calculations required for a good turn-based game.
In short - you've got it backwards. Real-time was a result of technological limitations. And it was only with increased computing power that game designers were able to
overcome the technical limitations that had previously prevented them from making turn-based games.