Will Fallout 4 stand the test of time like Skyrim?

Post » Fri Jan 22, 2016 1:53 am

DA1 yes because it was conceived before the Exceptional @$$h@t$ fully assimilated and contaminated the Indie company, draining it of its creative life force. Proof: DA 2 = sh*te.



Morrowind and Daggerfall yes. But as much as I love Oblvion and Skyrim, you're going to find a lot of really devoted fan boys hate and discord on anything post MW tbh.

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El Khatiri
 
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Post » Fri Jan 22, 2016 11:15 am

They are both fantasy RPGs which is much easier to compare than a post-modern fps like game. It's not like anyone is going to compare the sword fighting in Fallout 4 lol. And hey if Skyrim 2.0 doesn't stack up what makes you think 1.0 will?





Races made absolutely no difference at all in Skyrim save for a few useless spells. And how exactly is it more in-depth than Fallout 3 or 4? You could kill the Emporer, help Ulfric gain the throne, crush the rebellion, save the world from dragons, be the thane of every [censored] hold and your actions will still mean jack[censored] for everyone and nobody will even recognize either you or any of your actions at all save those stupid guards who require a mod to even get them to work right. At least in both Fallout games, characters do recognize your deeds even if they don't know who did it.

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Mr. Ray
 
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Post » Thu Jan 21, 2016 11:04 pm

Influence of DA1 is probably that an old school party based RPG could sell well. Then they [censored] up the next.



Morrowind was one of the first heavy western rpg on consoles, Oblivion might break the stuff multiplayer into any game trend who was common back then.

Skyrim made open world an must have feature.

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FirDaus LOVe farhana
 
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Post » Fri Jan 22, 2016 1:06 am

True about races, Skyrim main benefit is the scale and number of quests, not only twice as many as FO4, but also more variation with the TG and DB.


Mods are important to both, we see how it works out for FO4.

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Motionsharp
 
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Post » Fri Jan 22, 2016 8:01 am

With the kit and DLC still down the road, it would be disingenuous to claim it couldn't.

Some of those mods coming to console means that there is a new avenue for replay-ability that console users have never had.


Also keep in mind, there are those who didn't find any staying power in Skyrim to begin with. :confused:

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Sarah Kim
 
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Post » Fri Jan 22, 2016 6:46 am


Pretty much. Morrowind's influence is definitely in no small part thanks to it being one of the first western RPGs of that scale to come to consoles. Oblivion's influential in a similar way, since it was the first (and for a really long time the best) major RPG to get released on the 360. But the amount of interactivity and detail in the settings was pretty significant for those games, too.



Plus, Bethesda's RPGs are the natural progression of really old-school RPGs like Ultima or Wizardry that focused less on dialog and storytelling and more on building your own character and running amok through an interactive open-world - that will probably always be their focus, even as they work to up their storytelling.

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Krystal Wilson
 
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Post » Fri Jan 22, 2016 4:21 am

On the PC I think it will stand the test of time. After having had a look at the internals of the game (as fas as it is currently possible), I must say that there are substantial improvements in modding support. I think that when the CK get finally released and we have a working F4SE (that actually adds new scripting functionality) we will see great mods that can massively improve the game.



On consoles I am skeptical that it will pass the test. There are still essential (at least in my opinion) scripting functionality missing (Still no vanilla functions that allow to iterate over the contents of a container. Seriously?), which needs to be added by F4SE. I think with FO4 we will again have the situation that a majority of (scripting heavy) mods will require F4SE because of missing functionality of the vanilla game. In turn this also means that these mods will not work on consoles. Almost all overhaul mods (the most interesting mods in my opinion) will probably fall into this category.

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Crystal Clarke
 
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Post » Fri Jan 22, 2016 8:38 am

judging from how long my to-mod list is already before i've even taken a closer look at the game files, it'll last me a looooong time...


...when was that again that tes6 - valenwood was due? :-)

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Causon-Chambers
 
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Post » Fri Jan 22, 2016 12:21 pm

curious now, let's hear it? :-)

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(G-yen)
 
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Post » Fri Jan 22, 2016 9:28 am


What I've found so far:


  • Object Modifications (They are a very huge improvement. It works not only with weapons/armor but with a lot of other stuff like NPCs, build-your-own-robot is just a matter of time. Bethesda internally already uses modifications for robots (and other NPCs), want your robot to have a shoulder mounted rocket launcher, there's a modification for this)

  • Structs (finally)

  • registerForUpdate/OnUpdate has been replaced by startTimer/OnTimer(timerid). And you can start several timer at once (each has a unique id). No need to multiplex yourself like in Skyrim with onUpdate.

  • SKSE's Mod Events are now in the vanilla game (they are called Custom Events).

  • You don't need to attach scripts to object instances anymore just to get their events. There's a registerForRemoteEvent() now that re-routes events.

  • More scripting functions in the vanilla game (Although not enough to make F4SE obsolete).

Edit: Forgot to mention the most important improvement: 64-bit.

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Alan Whiston
 
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Post » Fri Jan 22, 2016 6:30 am


^This^



I will add: imho

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Dark Mogul
 
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Post » Fri Jan 22, 2016 2:39 am

The shift to voiced protagonist makes it for me.



I'm pleased that Bethesda have made this change and look forward


to voiced protagonists in Bethesda's future games.

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Kat Lehmann
 
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Post » Thu Jan 21, 2016 11:54 pm

Sofajockey,



I am glad you are pleased with it.



I on the other hand consider it a complete waste of development resources that would have been better spent on... well anything else really. And while I can mod this out, the development resources are lost forever.

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Isabel Ruiz
 
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Post » Fri Jan 22, 2016 2:44 am

I voted no..



It's Morrowind that stands the test of time for me.


It's Morrowind that I still mod.



It's Fallout 3 and New Vegas that I will go back to..When I feel the need for guns.



I love the simming.. It just does not fit in Fallout..


Settlements and forced quests and simming.. Synths and new Mutants.


This does not feel like Fallout anymore to me, and I never played the first two.



I could not care less voiced or not..

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sharon
 
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Post » Fri Jan 22, 2016 6:26 am

sounds very cool, esp. the custom events sound like a wish come true (don't use XXse) :-)


what are structs?

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Andrea Pratt
 
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Post » Fri Jan 22, 2016 1:52 pm

I love that game and I still play it..

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He got the
 
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Post » Fri Jan 22, 2016 3:44 am

i'm not. it's far less bad than i feared when i first heard about it admittedly, but *need* it i don't (and that's definitely not because of the voice actors, which are great). what's wrong with a little reading?



i also don't need how, in combination with the wtf inferior dialogue interface (which imo is the game's one major fail), it promotes odd dialogue (especially the barter opening lines appear to be MADE to produce odd results, they almost NEVER fit :-)



and the walking away in dialogue also is the opposite of an improvement, had quests fail or enemy hordes attack because of that, can't they at least STOP WALKING when they talk to me [censored]?


worst is when you talk to a settler to redress them, and in the half second it takes between "let's trade" and the menu opening, they have run away half a mile and rotated around their axis 7 and a half times just for kicks and just so they'll NEVER face you to let you see how their outfit looks, maaaaaan this had pure overpressure adrenaline shooting out of my ears more than 1 time already... :-P


and WHAT is the "liquid" dialogue entering/exiting good for anyway, if i have to go through the same opening lines againandagainandagain instead of it just going back to selection,


and why do i need opening lines ANYWAY, can't the darn cross just light up whenever i'm in somebody's talking distance (and maybe face him) and go out when i move away?


like, give one of your vendors a stimpack, buy a carrot from him and ask him if anything's new. 3 times you'll need to re-enter dialogue, for NO obvious reason


i really HOPE they'll just go back to the old type dialogue interface (even if it dynamically pops up on closing in on an actor or whatever) in future games and let the sands of time bury this ....thing.



but ok most of these are not actually issues of the voice acting in itself (though a side effect of it's implementation) - sry, got carried away :-)

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Alexxxxxx
 
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Post » Fri Jan 22, 2016 8:43 am

I think this Fallout 4 will get more popular as players get used to the somewhat different play and realise the hidden depths of play, there seems a lot to find out, a lot more if you like.



Compared to Skyrim is comparing to different types of game, sure Skyrim had fantastic play, I look back on it with fondness. This game also has great play, I feel that I haven't touched the full extent of the game yet. Not done the City yet, busy elsewhere, and the deep South where it really gets tough, so it is said by the game-makers... gets tougher the further South you go, sounds good.



Another thing, don't forget to stand around sometimes and Listen, you can hear useful information, just like in Oblivion.

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Craig Martin
 
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Post » Fri Jan 22, 2016 6:35 am


Then why not just stick to the old Fallouts?

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Code Affinity
 
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Post » Fri Jan 22, 2016 12:12 am


Reading is not Bethesda's target audience.

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Ella Loapaga
 
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Post » Fri Jan 22, 2016 8:38 am



Structs are composite data types (also sometimes called complex data types). See https://en.wikipedia.org/wiki/Struct_(C_programming_language) for more info.



And another thing I forgot is that we now have a new data type: Var. It's some catch-all data type (Similar to Object in Java) which is compatible to each data type.

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Jah Allen
 
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Post » Fri Jan 22, 2016 9:57 am

Wow, that just seem's rude. I agree with the guy. But you do not see me saying something negative like, well you should play other games if you like voice acting as it has no place in fallout and kills the writing ability's as it limits the options as it takes more lines to be voiced.... * Blinks * * takes deep breath after long winded sentence*

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m Gardner
 
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Post » Thu Jan 21, 2016 10:48 pm

Sofajockey,



As I have made clear in multiple posts. I like Fallout 4. I am going to mod the heck out of it and play it for months to come.



I just object to certain aspects of Bethesda's design direction, such as the voiced protagonist.

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Damien Mulvenna
 
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Post » Fri Jan 22, 2016 4:48 am


Then why is most of the background story and contextual story telling in FO4 in writing then?



(Note: whatever your opinion of that background story and contextual story telling may be.)

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Emmanuel Morales
 
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Post » Fri Jan 22, 2016 7:25 am

Thats stupid considering how many notes and computer terminals tells story through writing with you reading. Same with books in Elder Scrolls.

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Jeneene Hunte
 
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