The Influence of New Vegas

Post » Fri Nov 27, 2015 7:40 pm

Personally, I feel that Bethesda will have taken note of the parts of New Vegas that were praised by the community and look to incorporate them into Fallout 4. We have seen them take an interest in what the modding community does with its games, so I'm hopeful.

As for what parts of New Vegas I'd like to see in Fallout 4... true iron sights would be a major one followed by a more complex weapon modding and crafting system. And we've seen hints that they will be doing that. With weapon mods I really hope that we will be able to also remove mods from weapons (i.e. silencers and extended magazines) and that NPCs will have modded weapons in their possession that we can then mod further or remove the mods from that weapon and use them elsewhere. If that makes any sense.

I'd also love to see hardcoe mode come back as an optional thing.

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Ymani Hood
 
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Post » Sat Nov 28, 2015 5:51 am

Likely because they have very little to nor reason to.

It wasn't made by them, Bethesda Game Studio's didn't publish it, Bethesda Softworks did, and it takes place on the opposite end of America from what they are doing.

No, because it first existed as a mod for Fallout 3, then Obsidian used the mod as a basis for weapon mods in NV, and its more likely then not that Bethesda's basis is the same mod, and not NV.

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Elizabeth Davis
 
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Post » Fri Nov 27, 2015 11:00 pm

Yeah, if Bethesda didn't mention New Vegas at E3, I wouldn't read into it as their "pride being hurt" or some sort of developer rivalry. I'd have hoped for someone interviewing Todd Howard to at least have asked about New Vegas, though.

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Francesca
 
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Post » Fri Nov 27, 2015 8:01 pm

Isn't MIT where House recieved his formal education? It would make total sense for him to have provided some funding. I like this a lot.
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Sxc-Mary
 
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Post » Sat Nov 28, 2015 10:38 am

I would rather them keep it to a minimum and try to focus on originality over catering heavily to past games.
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Madison Poo
 
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Post » Sat Nov 28, 2015 5:30 am

According to his obituary it is, but its also very biased and incorrect, so I would take it with a grain of salt.

http://fallout.wikia.com/wiki/A_Tragedy_Has_Befallen_All_Mankind

Robert Edwin House, 261, President, CEO, and sole proprietor of the New Vegas Strip, industrialist and technologist, founder, President, and CEO of the multi-billion-dollar pre-War robotics and software corporation, RobCo Industries, has died.

Generally recognized by Mr. House to be mankind's only hope of long-term survival, Mr. House's passing may well sound a death knell for the entire human race.

Lost forever is his bounty of knowledge concerning human longevity, the depth and breadth of which could, as he was apt to say, "fill several text books". He was not exaggerating. Though he did not achieve his goal of functional immortality, let us not forget that he died at the age of 261. How many people do that? I mean, come on.

Also lost forever are House's singular personality, force of will, vision, and leadership ability. The probability of an equally capable figure emerging from the current human population to lead mankind to a future of equivalent quality is less than 0.000112% by objective measures too complex to detail in this obituary.

Personality and force of will: Born June 25th, 2020, House was orphaned at an early age when his parents died in a freak accident (auto gyro, lightning). Though cheated of his inheritance, House attended the prestigious Institute in Massachusetts and founded RobCo Industries on his 22nd birthday. Within five years, it was one of the most profitable corporations on Earth.

Vision: By 2065, House was certain that an atomic war would soon devastate the planet. At great personal expense, he developed technologies to ensure the structural integrity of the city of Las Vegas (as it was known at the time). On the day of the great war, 77 atomic warheads targeted the city. Mr. House defeated them all. Talk about vision!

Leadership: Mr. House survived the war, of course, and would later recruit the Three Families, negotiate the Treaty of New Vegas, and rebuild the Vegas Strip. While these achievements yielded many immediate benefits, they were all part of House's master plan to re-ignite mankind's quest for technological advancement, a plan without which the human race has nowhere to go, and nowhere to turn.

/// Will revise and finish this up later. Have set the age at death to update automatically. Obit makes salient points but "pearls before swine," of course. Let's hope the ingrates never have cause to read it. Who knows how many of them are even literate!

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Jessica White
 
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Post » Sat Nov 28, 2015 1:16 am

I think this standard is a little outdated. People become more and more competent with media (e.g. they don't take them all too seriously anymore), so developers should be given the opportunity to talk about games from other companies.

It's the last canon Fallout game, that's reason enough. Plus it took a certain direction, the Bethesda devs definitely have their own point of view about this.

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carla
 
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Post » Sat Nov 28, 2015 9:43 am

Bethesda has no reservations talking about other games and developers that influenced them. They've already directly acknowledged GTA V, XCOM, and Minecraft. They don't have a problem admitting that they take hints from mods, either, but they're a lot more reticent to directly acknowledge which ones. These are games from completely different franchises and genres, though; to Bethesda, it probably seems weird or unnecessary to directly cite a Fallout game as being influential to the next Fallout game.

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Josh Dagreat
 
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Post » Fri Nov 27, 2015 9:10 pm

I would also suspect they dont want to get people's hopes up about a NV2 by talking about NV/Obsidian, because it might not happen.

Though, according to Obsidian's CEO Feargus Urquhart, they and Beth talk all the time, and Todd Howard has said NV was great, and that letting Obsidian have another swing at it is a good idea, so it might, it might not.

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Angela
 
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Post » Sat Nov 28, 2015 3:05 am

And this is why they're allowed to talk about these games no? They are not the same genre, i.e. not competition. I think most PR dudes still think that you don't talk about competition.

Isn't it the most interesting thing to contrast two games of the same genre? That's at least not an apple/pear comparison.

This is good. Hopefully there's a friendly atmosphere between Beth and Obsidian. It would be a shame if the stupid rumors were true.

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JaNnatul Naimah
 
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Post » Sat Nov 28, 2015 2:24 am

http://www.rockpapershotgun.com/2013/02/12/and-heres-obsidians-idea-for-fallout-new-vegas-2/

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Robyn Lena
 
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Post » Sat Nov 28, 2015 2:02 am

ok let's take a real world exAmple


I love chocolate pudding and I love bbq sauce..... Now let's put them together because obviously nothing can go wrong, right?
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R.I.p MOmmy
 
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Post » Sat Nov 28, 2015 3:02 am

I believe the perfect combination you're looking for is bacon wrapped in a cinnamon roll.

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Robert Jr
 
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Post » Sat Nov 28, 2015 6:29 am


"Originality"? As in "copying TES"? :teehee:
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kat no x
 
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Post » Sat Nov 28, 2015 5:46 am

http://i.imgur.com/7EF1HGp.jpg

:D

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Cccurly
 
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Post » Sat Nov 28, 2015 9:06 am

New Vegas isn't competition, though. I'm not even sure they see other RPGs like Dragon Age or the Witcher as competition. But of course they wouldn't outright say "oh, our RPG does this better than theirs" or "This RPG has way better combat than ours", but that's also just a respect thing. They don't even talk like that about their older games. They'd rather everything stand on it's own merit; you still have a reason to play the old Fallouts, or the old Elder Scrolls games, and they're still just as good as they were back then.

Of course, they don't have a problem talking about blatant f'ups like Daggerfall's godawful UI, Cliff Racers, or Horse Armor.

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Nymph
 
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Post » Fri Nov 27, 2015 7:52 pm

I'm not advocating that the game story should tie into New Vegas, just that as a major entry in the series and the latest Fallout game that was released, it makes a lot of sense to pursue and consider design elements from the game. It would be extremely disappointing if they didn't. And it's particularly the well-received elements like the story and hardcoe mode that don't make sense to be cast aside. There is nothing to lose by adding branching side quests, detailed storylines, and hardcoe mode. That's all I'm saying. And I'd really like to hear their thought process on stuff from New Vegas they decided/didn't decide to include, but that goes for every decision. If they made a major change, it's nice to know why.

And hearing that Todd loved New Vegas and the companies stay in touch is wonderful.

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Glu Glu
 
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Post » Sat Nov 28, 2015 10:31 am


Dirty rotten Bethesda adding in magic and different races and prisoner protagonists.



...oh wait....
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Harry Leon
 
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Post » Sat Nov 28, 2015 2:36 am

There is plenty of reason to cast hardcoe mode aside, mostly in that almost no one used it, it didn't actually do much of anything. Not to mention that modders have always made far better hardcoe modes then any dev, since modders can constantly tune the values of things like food and water over years, while devs cant, and modders can offer all the sliders and options to allow the player to fine tune it to their tastes, something devs cannot. hardcoe systems only work if the game is designed to be a hardcoe survival game by default. Fallout is not, nor should it be, it was never that kind of game.

As for the other things NV added, all of them were done by mods/modders for years before NV was released, if Bethesda was going to take inspiration, it would be more from the years of mods rather then NV itself.

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Chris Cross Cabaret Man
 
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Post » Sat Nov 28, 2015 3:41 am

No competition at all. I liked Fallout New Vegas better myself, but I completely understand that Obsidian couldn't have made anything nearly as good without using Fallout 3 as a template.

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Patrick Gordon
 
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Post » Sat Nov 28, 2015 10:47 am

Bethesda would be complete fools to completely ignore New Vegas' advancements over F3. On the flip side, they'd also be foolish not to learn from it's flaws.
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Sunnii Bebiieh
 
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Post » Fri Nov 27, 2015 10:00 pm

Is there a source that almost no one used it? And it did plenty. Besides the basic needs, it added ammo weight, heal-over-time stimpaks, and nonessential companions. I highly value these features. You may not, and that is why it's optional. I agree that Fallout shouldn't be a hardcoe survival game, and it wasn't with hardcoe mode. At the very least, I think ammo weight and the stimpaks are worthwhile design features. Regardless, I think it was a well-done and well-received feature, that certainly did work.

And as important as mods are, New Vegas was a published game that implemented these features. I would like them to keep most of what they added, personally, whether it was from mods or not. Otherwise, it's just semantics. The most important thing I want them to do is look at questing and story design and try to emulate the divergence and well-developed storylines. It is far and away what I care about the most, because practically everything else can be changed with mods, but with Skyrim (and Fallout 3 for that matter), the vast majority of content could not be meaningfully altered.

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Horror- Puppe
 
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Post » Fri Nov 27, 2015 8:42 pm

I was thinking more along the lines Of New Vegas' writing and more interesting companions combined with Fallout 3's more explorable world and atmosphere.

But yeah, I know that it could go very wrong. On the other hand, somewhere in the world somebody would actually eat that on a regular basis.

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Kelly James
 
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Post » Sat Nov 28, 2015 6:36 am

well ther is always Corn Smut and Natto, AKA Smutto....(its a Schlock mercenary reference)

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Claudz
 
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Post » Fri Nov 27, 2015 11:40 pm

I would be surprised if Bethesda didn't at least consider some of the finer points of New Vegas - that's what I found interesting about Obsidian making a spin-off to the game, was to bring a bit of a different perspective to the games. If you don't at least take a look at what another company does with it's take on your franchise (after you've hired them to do so,) then that seems like a huge wasted opportunity. I just can't imagine them not at least seeing what elements they personally liked about the game and thinking of how it would fit into the next installment.

There's a couple of more minor things that I really enjoyed in New Vegas. For one, I found it kind of a subtle addition, but all the achievement perks and incremental collection sidequests (kill so many creatures, pick so many locks, etc) I felt actually brought a lot to the table. Going back and playing through Fallout 3 I found I really missed that feeling that just about everything I was doing was progressing me in some manner, albeit a very small amount at a time.

Certainly the forethought and planning of the major settlements and their niche in the local politics and ecology would be worth considering if I were making a follow-up game.

Also what I felt was a really nice little touch was the specific slang and dialects you'd find among various NPCs. Vault-Dwellers used relevant terms and their jargon fed into the background - likewise with a lot of other types of characters (the Vegas gangs had their dialect separate from the Raiders you'd encounter, for example - you could tell a line was from a Caesar's Legion versus an NCR soldier.

I feel like Bethesda certainly liked the expanded crafting in New Vegas, from what we've seen of Fallout 4. Maybe that's something they would have done all along, but I think there's an argument to be made that was an influence from New Vegas.

I liked the idea of hardcoe Mode (and always played with it on,) but some things I liked and others I didn't feel worked particularly well:

The delayed healing I found impactful on my playstyle - no longer was I just keeping one finger near my Stimpak hotkey, when I got into trouble I'd have to withdraw and find enough cover to give me time to heal up. I think it really changed the pacing of a lot of fights, and needing specific items to heal crippled limbs meant that I was no longer just removing those statuses as soon as they came up. I found myself actually having to deal with a crippled limb more often with hardcoe Mode on than I did while playing Fallout 3, where it was rarely a consideration for me.

All the hunger, thirst, and sleep meters I found interesting in principle, but they become at best an annoyance to me personally. It was never much effort to just keep a well-stocked fridge, I found - more than anything it just meant I was spending more time managing my inventory. I rarely ran out of these items anyway, so it became more about having to go back to resupply and spending time in inventory menus.

I tend to think of the sort of gameplay you want to encourage when you introduce a mechanic. On paper I see the purpose of these survival elements as encouraging more scavenging in the game, which I feel is a good fit for a post-apocalyptic roleplaying game - you're dealing with a harsh world where you loot every single body and open every box to find rare resources you need to survive. I liked the idea of making food more important but honestly I think you'd end up with the same sort of actual gameplay if you just made Stimpaks rarer, more valuable, and more potent.

If Stims were the sort of thing you stockpiled for emergency situations and food and water were reserved for "topping off" your health between battles then you're already eating and drinking more than enough to fill whatever meters there are.

Really, I think I'd be just fine if hardcoe Mode did away with the survival meters altogether. Really, I'd probably just as soon see something where you could "take a load off" after a battle or finding somewhere quiet to sit down and top up with food and water. I think just seeing my character sitting down at a table and grabbing something to eat with some special animations would be more interesting and immersive to me while still encouraging the same player behaviors (and more elegantly, I think.)

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roxanna matoorah
 
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