» Tue May 17, 2011 8:37 am
For my own two cents on the matter of "map nodes" vs "contiguous world:"
Regardless of which method is implemented, you're probably still going to be talking about roughly the same amount of actual, playable, in-game real estate. I mean, you only ever have so much time and resources to design levels and make maps - it's really more of a matter of how it all gets cut up. You're dealing with the same amount of content either way - in general.
With the one exception I can think of possibly being procedurally-generated environments. This used to come up every once in a while in previous discussions, actually. The idea being that, with modern technology being what it is - those times in Fallout 1 and 2 where you were travelling on the World Map and dropped into an instanced environment for a random encounter, could now be a lot more detailed (and more importantly - specifically tailored to the area you were dropped into.) ie, if you were travelling through a bombed-out part of a city at the time, then the environment and what you find in it would reflect that. If going through the Wastes, then you'd drop into a more desert environment. With procedural technology being what it is these days, you'd have a lot more variety at your disposal than than the same instanced map time and again, for your random encounters.
And, with noded travel, you'd have a lot more lee-way in regards to the sort of random encounters that would appear - you wouldn't be limited to what you could realistically incorporate into an already-defined topography.
Personally, I think it simply comes down to the area and sense of scale that Bethesda wants to create, with the next Fallout game. I think for something like New Vegas' size - then their current system probably works just fine. You're only dealing with a specific, localized area, centering around what's left of Vegas. If they want a story that's more broad in scope and scale (say, an entire state,) then I'd rather had noded travelling, personally. (Not to mention that Old Fallout-style travel would help a lot with the constant Fast Travel arguments...)
As an aside - I still prefer turn-based gaming, with pretty much anything. But at the same time, I think it depends a lot on the game you're trying to make. With the new Fallout games (and to an extent, the first two, as well - ) the game is more about you being in control of one person. There's a reason that you only get to have one or two companions with you in the new series. And I have to say that, bias aside, I think that real-time combat is probably a bit more appropriate for a game that's putting you in control of just the one character. Old Fallout wasn't the most amazing example of turn-based mechanics ever, but I did enjoy it. That said - it could at times feel a bit... wonky, considering how much time you spent waiting for the computer to plan and act it's turns out. Versus how much time you spent actually working on your own turn. It just seemed a little off. I found it worked a lot better for Fallout: Tactics than anything.
Anyway - for us "Old Fallout Fans," our dissatisfaction with Bethesda's take on it isn't necessarily stemming from only a lack of turn-based combat and no World Map travelling.