I love the live looting to be honest, that was a great decision. Like you said, nothing really to do with consoles (probably), just a great design decision.
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TLDR: I wrote a lot... I don't really expect many people to read the full thing: Culture of gaming isn't what it used to be, "future of PC ui" (I refer to as 'accessibility') is a symptom of the casual gamer. Nothing wrong with being a casual gamer. But that's where the money is so that's where the developers go. Although I do understand the financial principles and don't expect charity from developers, it doesn't make it any less unfortunate. This can be seen in things outside of computer/console gaming too and isn't an issue for any single developer.
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Of course there are other design choices which were not as good either. Limit of 4 dialogue options... well that's not true, they're not really options are they? "Yes, No, Sarcastic, MoreInfo".. That's not RPing, sorry. That was a 'step backward', but why? Personally, I can't help but think it was an "accessibility" thing, not for consoles specifically, but for players who don't have the time, patience or care to read through more than that many dialogue options or invest into actual, proper RPing. I think that has a lot to do with the "pc ui future": it's a symptom of the target audience (specifically console culture* of time-limited and casual play) and moving as many sales as possible. Which although I understand, does not mean I can respect.
( * I'm not blaming consoles specifically, I'm pointing out that the culture of casual play which is limited by time etc, is the issue, which can most easily be identified with console game playstyles. The opposite would be the 'serious gamer' PC player, who usually is able to dedicate vastly more time to get into a game that may have a steeper learning curve. Why aren't there RTS games on console? Nothing to do with controls REALLY, they have USB input and support both k/b and mouse. It's because the 'style' of games/play on consoles is more like that of arcades back in the day, just more advanced. Get on, play for 30-90 minutes, get off. This isn't a hard and fast rule, but a generalisation that I would consider 'fair'.)
As a PC and Console gamer, I can also say that this obviously has exceptions. I mean of course it has to. There are plenty of 'casual' throw-away games on PC, and plenty of "serious" games on console. But the 'trend' is undeniable. Generally speaking, you'll see PC players dedicate 6+ hours to their game in 1 sitting, compared to console players. That's fine and all... not saying either should play like the other! But it does help you see why games, UI, design decisions are the way they are some times. Companies have to 'fit this mold' to make those sales, and unfortunately they don't invest for the PC gamer crowd. Imagine how complex, detailed and advanced a game like Fallout they could make if they did not worry about making sales, hardware limitations, and so on.
They could make a grand adventure with a significantly 'live' worlds, 8-14 choices of dialogue for every conversation, full of detailed and unique NPC's for the entire game world, vast maps and content and synergy, and all that jazz. They're talented and they could do it. But who's going to buy that game? In theory it sounds amazing and in practice it might be, BUT ONLY for those who had the time to spare to invest in it, to absorb it and make the most of the content offered, as opposed to glazed over.
The 'sad' (I suppose) truth is that the people who buy the largest number of games don't have time to spend the first 2-3 hours just sorting out their character that they're going to RP (Think pen and paper D&D sessions if you've every played), let alone absord all the detail that would follow. The reality is, most people will hit the "auto do everything button, I want to get in and shoot some mutants". The unfortunate thing is that all that hard work and detail would then go to waste on (probably, hopefully I'm wrong) the majority of players who would simply skip over most of the content anyway, complain it's "too hard", or be annoyed that there's no single "right" way to complete the game 100%. So then really what's Bethesda's (or any companies) motivation to make exceptional design choices as opposed to those that, such as the example of the UI, are 'accessible'?
So in that regard I don't "blame" Bethesda (or any other company really), but that does not mean that I don't want them to do more for those of us who can spare 6-12 hours on a sat/sun to immerse into a 'proper', full fledged Fallout 4, Elder Scrolls, "game x". This can't happen though with 'accessible' ui and with run/gun, 30-90 minute playstyles. These UI and game design choices are reflective of the style of games created. As people have pointed out from other threads, for example the feeling is more that Fallout 4 has become a "shooter with RPG elements" as opposed to the opposite. This makes sense given the dialogue choices, the keybinding options, and other things. But like I mentioned, all these UI choices and their future, is just a symptom of the casual gamer. Nothing wrong with casual games! The thing that's missing is a proportionate number of non-casual games of the same genre. These choices allow people to 'get into' the game faster, allows them to draw more players and from a business perspective makes more sense. It's only too obvious that they would choose only 4 'dialogue options' given the d-pad controller option that's immediately available. If the d-pad had 6 buttons we might see 6 dialogue choices in Fallout 4...
Imagine how many people would be put off if you didn't get a serious combat opportunity in the first thorough 10 hours of game play. That kind of sounds ridiculous doesn't it? I don't think it does all that much. But when you compare the primary market of players, yeah it does. Not intended as a negative stereotype, but where's the competition when there's 20 other CoD and equivalents that they can load up and be shooting it up in a matter of seconds.
Gone are the days of Fallout 1+2, tactics games, Morrowind, Deus Ex, Infinity Engine. We'll get close once in a while, and there might be a true gem pop out unexpectedly. But I think the trend is clear.
hahaha I can imagine all the 12 year olds losing their s* if they saw 8-14 lines of dialogue options, or having to read an in game book to solve a quest puzzle, hahaha! "OMG wtf is this, gotta read?! just mash A/X go go, shoot something".
*eye-roll* sigh, lol.
I feel this way because games are types of entertainment that I view in the same light as reading a book or watching a movie or a TV series. Some people watch 1 or 2 episodes of a show, others sith through a marathon of seasons. Casual vs. 'serious'. I, perhaps to my detriment, am more of the latter. I invest the time to read through in game lore books, walk/jog instead of sprint, avoid the use of mounts/fast travel, and so on. I look for all the detail and hints. So when design and UI choices are made with 'accessibility' in mind, especially when I'm playing the game on a PC, it irks me. It irks me because I feel like I'm losing out on amazing source of entertainment because of the casual gamer. I don't hate or blame the casual gamer. Sometimes I am one as well. What I hate is when a game is released in it's 'accessible' state, that's it... there's not going to be a 'less accessible' or non-casual version of it.
I'm jealous that the target audience is the casual gamer, and not me. The dedicated, time available, role-playing gamer.
I challenge you Bethesda. Do an exclusive. Make one PC exclusive title for Fallout or Elder Scrolls (or a similar new IP), without the casual gamer or console limitations in your mind. Aim for the sky and give us the best you can.
Maybe one day. I won't hold my breath.