THIS POST HAS SPOILERS. IF YOUR DON'T WANT THE PLOT KILLED FOR YOU, STOP READING THE FORUMS IN GENERAL
I actually disliked the fact that FO2 started the player as a tribal in a village. First off, I hate the whole idea of ignorant tribals in Fallout's universe. Nomads or people that live off the land or in tents, live a simple existence? Fine. But a complete throwback to ignorant and superstitious people who just go savage for some reason and adopt belief systems that had disappeared hundreds of years before? Nonsense.
I agree. I don't much like the fact that you're related to the Vault Dweller and you're now the so-called "Chosen-One". I also didn't like how you have power armor at the end of FO1 but the vault 13 rags were more important to pass on to future generations than something that would actually help those in his tribe. There's quite a bit that needs explaining -- otherwise it just seems silly.
What I DID like is the fact that it starter OUTSIDE of the Vaults.
People keep saying that it allows the player to discover the world for the first time. Okay, fair enough. Everyone is now very much aware of Fallout. In Fallout 4 I'm hoping that they don't start the Character out in an innocent state. And hopefully it ties the plots of FO 1-3 together... In Final Fantasy 7 your character has a history of being in an ellite fighting force, yet the game starts you out at level 2... I think. I don't see why you'd have to be at level 15 or something in order to establish that your character is already an assassin or something in the main quest.
The Vaults and Vault-Tec are iconic to the Fallout series.
ACME was iconic in Loony Toons. So called ACME products popped up all over the place. But Loony Toons would never take you to ACME headquarters unless there was a reason -- even if it was just for funny reasons.
I just think that if they're going to make it iconic, they need to do something with it. Tigh the story in to a bigger picture. Give a reason why it's playing a major roll in the games.
If it's not a major roll, then I suppose they can continually display them in the game, BUT not as a key figure in the plot. They seem like ancient ruins that grave robbers tend to look in and that scientists and historians would love to go into but are too dangerous to investigate. And even if the story didn't revolve around Vaults, just that alone has some interest to it.
Really, the only way to show a player a working Vault is to have them start in one. Otherwise, the very fact that the player has entered a Vault means the Vault isn't running normally or at all.
Vault City was functional -- just open. (Of course, it got too big to support itself eventually).
Even Amata in FO3 opens the vault doors to the public.
I can think of no end of ways to show the player a working vault.
Vaults seem like they're a powerhouse of presearved advanced technology. It seems to me IF good people were to encounter a vault and the occupants, then the vault would do no less than prosper. Especially if the BoS were to assist.
Maybe your character hears about a Raider attack that's going to take place in a remote area. When your character investigates the attack, he sees that the raiders have blown their way into a well functioning vault and you have the choice to defent the occupants of that vault.
The possabilities are endless.
Think of how those from outside of the vault would look at the vault dwellers. The wasteland is harsh. I think some would look that the Vault Dwellers and think that they're in a state of edden. An innocents that must be presearved, while others would think of the behavior as childish, nieve, and stupid. There's just so much to work with.
But playing the same card over and over again: "You were born in the vault. Something happens, you leave the vault," gets stupid.
I think making the Vaults an 'experiment' was one of the biggest mistakes of Fallout 2. It just seems utterly ridiculous and moronic. The Vaults each cost billions apiece, right? Then why would any company or government spend billions and billions of dollars to see whether or not Mormons freak-out if forced to be naked? Seems like that could be accomplished on a considerably smaller budget, doesn't it? Without risking losing your entire population to nuclear war? Anyway, it's done and it's canon now, so I'll get used to it. They actually handled it fairly well in FO3 I thought.
Well, sinse they describe it as an experiment in FO2, it doesn't necessarily mean that's the only thing that was going on with them. Those questions you're asking are what I would think are plot holes. Holes that can be filled in to add interest rather than detract.
But as is, it seems like Fallout has established it's an experiment, done nothing else with it, and kept the whole Vault story line completely stagnant. It's losing meaning and purpose. It it doesn't searve a purpose in the plot, do something new with it.
How did FO3 deal with it in your oppinion?
I'm interested in your thoughts.
I have a question for you.
What did you think of Vault 101. To me... it seemed like everyone, their dog, and their flee infested flee seemed to know where Vault 101 was. I think that if I were to leave a vault full of people that I grew up with that are largely defenseless and know nothing about the outside world, then I would keep its location on the down low, and I sure wouldn't be telling people that I'm from a vault. I think I'd sooner say I'm from a native tribe or something.
But ThreeDog just keeps publicizing Vault 101. It's amazing the Enclave didn't just plast through the doors right after you helped threedog... in fact, your Character's father seems to be puting caution to the wind by proclaiming that he's from Vault 101 too. This seems REALLY stupid to me.