How would you have done it?

Atomic Postman

Vault Archives Overseer
Alrighty lads, this kind of thread was inevitable. Let's get it out the way.

So, if you were in charge of Fallout 4, how would you have done it? You still have to keep the general theme of the game, i.e Commonwealth, Institute, Railroad. Gameplay still has to be similar, so no isometric Fallout. I'm talking changes, not total do-overs.

I think primarily we should focus on making the game more role-playing friendly in our suggestions,as that's obviously the biggest complaint, and let's try and keep things somewhat brief as nobody wants to read an entire thread of text walls.

For me, the biggest issue is the lack of roleplaying caused by the pre-defined background and voiced dialogue, so I'll address that primarily. I'll get this started:

-Vault 111 is a control Vault, not an experimental one.
-Lifting a bit from Van Buren, the player is a prisoner in the Vault locked in the brig. Accused of murder. The player can decide whether they are actually guilty or not, like in Van Buren being guilty has some bonuses.
-A prison guard outside of the cell is the player's "guide" for character building. He explains that this is the Vault's first murder case, and they're not really sure what to do with you.
-The guard explains that they need a photo for the archives, the player is put into a mugshot. This is where the player "Sculpts" their character's appearance, and their name is entered into the mugshot sign that the character holds.
-After that, the guard cracks a joke and asks the player to fill out the occupation forms and personal data, again for the archives.
-Similar to Morrowind, the player can choose predefined "classes" in the form of Vault jobs. Each one has a set of tagged skills and traits. Vault Security, repairman, cook etc. Of course the player can create their own custom "class"
-Special novelty "unemployed" class with no tagged skills and a unique trait
-Guard dialogue is dynamic in this scene, commenting on jobs and even custom ones (i.e if you name your custom class "Overseer" he chuckles and says "Riiiiight.....")
-After this, the player chooses whether they are actually guilty or not, or whether they have been wrongly accused. Guilty has bolstered stats over not-guilty. Guard dialogue changes depending on choice ("I personally never thought you did it " vs "You are one cold bastard, I tell you what")
-The Guard then explains that there's never been a murder in the vault before, and the Overseer was unsure what to do. Because the Overseer doesn't want to be responsible for the Vault's first execution either (since the Vault's brig isn't very large and they don't want a murderer hanging around) they've decided to exile you to the outside world, which everyone assumes is utterly dead.
-You are escorted to the Vault elevator and sent out alone
-The main plot of the game is no longer centered around the player, but factions within the Commonwealth, of which the player acts as an agent of change for.

That's my suggestion anyway. Post yours.
 
1) Find out who suggested in a meeting that we should move to a dialogue wheel. Demote that person to the mail room and make him wear a Dunce cap to work (get rid of the dialogue wheel and go back to the previous system).

2) NO voiced protagonist under any circumstances.

If these two things were done, a lot of the problems would fix themselves.

3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

4) Spend more than 1 day writing the side quests

I think these are the big issues preventing Fallout 4 from being a role playing game. The other "mechanics" are actually improvements in that it is a good shooter game with good exploration. A shame the other things make it shallow. If it was a good RPG it truly would be a great game.
 
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1) No supermutants, the synths are good new enemies, we don't need orcs.

2) If you want to take inspiration from mass effect, for the love of god give the player character better focus and realistic emotion. It seems like they are hardly affected by the recent events of their life, by the barbarism they see everywhere, the ruins of their world etc.
 
Turn the zombies back into ghouls.

Have quests that aren't "go kill something" and require character skills to complete.
 
3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
 
Eh... Pretty much Fallout New Vegas, except better controls. Maybe rework the way that combat works so that skills and stats have a bigger impact. Remove the reputation point system and replace it with a reputation title system (Think of it like Child Killer and Grave Digger in Fallout 2. Where NPC's would react individually to your reputation titles). I'd improve SPECIAL so it'd have a bigger impact on your character. I'd add a couple of new skills. Split some old ones up (Science, Speech, Sneak), flesh them out the new splits. As the "next big mechanic!" I'd offer a overhead turn-based mode that you can switch to if you so choose. I'd implement Shadowrun Return's "Etiquette" system into Charisma to make it worth a damn. Oh and I'd have like 2 dozen map nodes on an overworld and each node would be like The Pitt or Point Lookout, along with random encounter maps.

As to the rest of the stuff. The synths? The super mutants? The cryo shit? I'd throw it all out the window and rewrite the whole thing from scratch.

TLDR
I'd do FNV +1.
 
Fallout: New Vegas with the gun mechanics/FPS/crafting/MMORPG grind gimmicks of Fallout 4 would be GOTY. It would have everything and satisfy everyone.

Doesn't even have to be set in West Coast. Just get those writers on board.
 
First thing I would of done is kept it as far away from Bethesda as possible, with that out of the way make it similar to New Vegas and make Fallout 3 non-canon.
 
I'm going to take the route of things I would get rid of but if I couldn't, for whatever reason, how I would have put them in the game and make them 'more Fallout'. Obviously developing something is vastly different than typing the thoughts into a forum but the route I'm taking will become clear.

1) Get rid of the VO non-sense.
If it *had* to be in there: Make Alpha Protocol like selection where it allows depth without having the VO do millions of lines.

2) If you want a 4 way dialogue selection (in a FO game, you shouldn't) but...
Again, make it like Alpha Protocol where again, the options were limited at the front but the depth was there.

3) Get rid of settlement building.
If it *had* to be in there, tie it to a perk where only if you have the Architect perk will people HIRE YOU as an architect to build settlements FOR THEM. You won't be the king of this settlement. Once you 'confirm' the settlement as an architect, they pay you depending on how well rated the defence / supplies etc are of the settlement. Tie this into Barter where you can get more for building settlements for people. No edits can be done after a settlement is confirmed (perhaps a perk later on that allows you to edit settlements/ improve them and get more money). This might be tedious to some (I hate crafting / building stuff) but is absolutely optional and provides people who love this stuff an option to get some caps and get by being an architect of the wasteland.

4) Coming from above, obviously to use the Barter skill, you need the skill system back. So, bring that back. Heck, Architect can even be a skill instead of a perk. Where you need to pass an Architect check before people hire you. Don't give a shit about building stuff (like me)? Leave Architect skill at 0 (or if perk, don't pick it).

5) If it's a fetch quest, give me different ways to fetch.
I would sit down and look at how every quest plays and if some or many are indeed just point a to b to deliver something or to get something - You gotta make damn sure between point a and point b, player can have anything happen or use any range of tools.

Example:

You've been asked to look into disappearance of a teenage girl and are told that person is most likely at point b. They can't go looking because they are at war with another faction who might strike any moment, so they can't leave their settlement.

If you accept the quest, you are now on your way to point B....half way through the trip, you see a dead girl in the wasteland. This is the girl you were looking for. There is a note that confirms this and the note says she threw herself off a cliff because she was sick of how even in a wasteland setting people at her town wouldn't treat her like an adult and she had enough.

It's not over yet though, you go back to the settlement, you can now (a) blame a faction you don't like for killing her, (b) say you couldn't find her, (c) show them the note / tell them the truth, (d) tell them they should be happy there is one less mouth to feed

Consequence for:
(a) you raise tension between the faction of that settlement towards ones you've blamed. Now they are pissed and instead of being on the defensive, they ask you to join the attack they are about to launch on the opposition faction (join them to raise rep with them, decline with skill pass for no consequence, decline with failed skill check pass to get a dislike from them)

(b) they don't like you because you are incompetent and you fail the quest...Heck, maybe later on, THEY find the body and dislike you for lying to them earlier (at which point with Speech check perhaps you can convince them it was to spare their feeling)

(c) they are shocked and appalled and depending on who this faction was, perhaps start to treat their younger survivors with more respect now. Or they are a paranoid bunch who are convinced you killed her, forged the note and they start attacking you.

(d) they dislike you and start attacking you.


Sorry if above is messy, literally took me 15mins and in no way am I a writer of any capacity (As above will prove) but you get how a fetch quest shouldn't just be "go a, do x, come back to b" with no options. And of course, granted I don't have to flesh it out / code it into a game. But New Vegas (Obsidian in most of their games actually) manages these things, so it's not an impossible task. It's just unfortunately, Bethesda doesn't give a shit and doesn't make it a priority.


Those would be my strongest oppositions to the philosophy Fallout 4 stands for and how I would make them 'better' and more Fallout (again, this is in the theme of "if Fallout 4 had to have these features, this is how I would have done them")
 
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3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...
 
3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

What's wrong with casino centric setting? Especially as it's well explained and makes sense?
 
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

It's funny how you bring up Fallout 4 when it was never relevant to the discussion.

Yeah it's got bad story elements too but Chris Avellone got a lot of that shit started back in Fallout 2. The series got derailed there from being a serious post-apocalyptic game to one with too much humor, absolutely bizarre characters/stories like; Intelligent & Talking: Plants, Deathclaw and even a chess playing Radscorpion.

I myself would like to see Fallout go back to the Fallout 1 days. Where we had a much more serious and harsh wasteland while still retaining good story.

What's wrong with casino centric setting? Especially as it's well explained and makes sense?

Because it's simply been done to death and it's time to move on. I'd rather something new and different.
 
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Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

It's funny how you bring up Fallout 4 when it was never relevant to the discussion.

Yeah it's got bad story elements too but Chris Avellone got a lot of that shit started back in Fallout 2. The series got derailed there from being a serious post-apocalyptic game to one with too much humor, absolutely bizarre characters/stories like; Intelligent & Talking: Plants, Deathclaw and even a chess playing Radscorpion.

I myself would like to see Fallout go back to the Fallout 1 days. Where we had a much more serious and harsh wasteland while still retaining good story.

What's wrong with casino centric setting? Especially as it's well explained and makes sense?

Because it's simply been done to death and it's time to move on. I'd rather something new and different.

Well I agree, my favorite game setting was the first by far. I really want to see it again.

And yes it has, but that doesn't mean it's stupid.
 
3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

What's wrong with casino centric setting? Especially as it's well explained and makes sense?
The setting is well explained and doesn't involve yet another vault dweller coming from a vault. Not to compare the first Fallout with this shit but in that game the overseer sent you out into the world to find another water chip. In Fallout 4 you go into Vault experiment 111 coming out of it with a dead spouse you don't care about and looking for some son of yours you have no reason to give two shits about either. Sorry I was trying to add to what you said.
 
3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

What's wrong with casino centric setting? Especially as it's well explained and makes sense?
The setting is well explained and doesn't involve yet another vault dweller coming from a vault. Not to compare the first Fallout with this shit but in that game the overseer sent you out into the world to find another water chip. In Fallout 4 you go into Vault experiment 111 coming out of it with a dead spouse you don't care about and looking for some son of yours you have no reason to give two shits about either. Sorry I was trying to add to what you said.

No it's fine, and thanks for the addition. Oh and sometimes I use your posts with quotes to refer to something further back.
 
3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

What's wrong with casino centric setting? Especially as it's well explained and makes sense?
The setting is well explained and doesn't involve yet another vault dweller coming from a vault. Not to compare the first Fallout with this shit but in that game the overseer sent you out into the world to find another water chip. In Fallout 4 you go into Vault experiment 111 coming out of it with a dead spouse you don't care about and looking for some son of yours you have no reason to give two shits about either. Sorry I was trying to add to what you said.

No it's fine, and thanks for the addition. Oh and sometimes I use your posts with quotes to refer to something further back.

Welcome. Oh that's why you do that, AI thought you were telling me I was destroying something in that one quoted post haha. It's okay by me if you do that.
 
3) Hire Chris Avellone and/or Brian Fargo's team to consult on the writing and direction but keep the story based around the Institute, because whoever Bethesda has writing this drivel is making me cringe every 5 minutes.

I dunno about Chris Avellone but anyone else from the old team would be nice. If Chris came back we'd have yet another casino-centric Fallout with talking plants again.
Yea, because the writing in Fallout 4 with its Ancient Aliens and Ghouls surviving inside refrigerators for 200 years is much more grounded...

What's wrong with casino centric setting? Especially as it's well explained and makes sense?
The setting is well explained and doesn't involve yet another vault dweller coming from a vault. Not to compare the first Fallout with this shit but in that game the overseer sent you out into the world to find another water chip. In Fallout 4 you go into Vault experiment 111 coming out of it with a dead spouse you don't care about and looking for some son of yours you have no reason to give two shits about either. Sorry I was trying to add to what you said.

No it's fine, and thanks for the addition. Oh and sometimes I use your posts with quotes to refer to something further back.

Welcome. Oh that's why you do that, AI thought you were telling me I was destroying something in that one quoted post haha. It's okay by me if you do that.

Great thanks Snake! Yeah that's why.
 
To keep the tone and not start from scratch...My F04 would start in a minor city in the commonwealth, something on the edge of the map. You are a synth and that provides you a way to customize your character and choose what kind of disguise you took so far to justify the skills, proficiencies, sex etc. Simple post-character creation.

As for the institute, I would have done it differently. Let's say at the beginning ^, the whole "introduction" would take place when the institute bursts in that minor city you start in to investigate a missing synth, like they do in the game. Except there is no Shaun, no Vault 111, no Cryoshit, nothing like that.

You just receive your blank Player Character and you customize it similar to the previous fallouts. You aren't tied to family, you can ignore the main quest even tho' in some instances you might be questioned, searched by the institute and even play an important role...if you wish to.

Then you start playing in the Commonwealth, complete exciting quests, the BOS and Enclave never appear. Super Mutants could appear in one or two extraordinaire instances as master's army remnants that made it that far. You explore a world that makes sense to see in 2288. The characters are well written and fun.

PS: And the settlement building gizmo has some sort of 'evolution' feature that makes wastelanders pass by your city (one big city and maybe 2-3 other small ones) and special quest givers migrate to your city. Stores and economy is sophisticated. You also have more options other than (C - Supply Lines) on your pip boy between cities. Diplomacy, Trading interconnected with quests at some points.

Extra: You can do whatever the fuck you want, kill those fucking companions, become a merchant, chem dealer, assassin, genius engineer. Side with whoever the hell you want, kill no one/kill everyone and so on. :)
 
It would have been simpler...if I think about it I doubt Bethesda fans would buy the game less if they introduced new shit and got rid of the overused. They would just feel the same way. I doubt that they would start raging about why there are no more Super Mutants. Bethesda could just place some other...empty ragdolls on the map.

By the way, since we are talking about "what could have been", has anyone realized that yeah, you still can't kill kids but you can't kill 100 "Important" npcs. You can't kill any of those companions that turn on you if you "break bad" too. Where are the days when you went on a killing spree and emptied all your bullets all over the strip's casinos? :D
 
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