Beaushizzle
Look, Ma! Two Heads!

You guys must be married to each other. You bicker like lifelong partners.
I don't agree they had to do it.While not perfect, they kinda had to do it. Fallout is grounded in real world so we as players have a point of reference. On the other hand, Knights of Old Republic, Biowares previous RPG has star wars as its point of reference. If they would have done it, they would have ended up with another Destiny case, where up untill the most recent expansion, there was little to no lore. Also the dialogue did improve in Mass Effect 2, where the universe was established and Shepard was free to explore the sides of the galaxy he has not before.
Shepard had a background, and as someone replaying the game it takes almost no suspension of disbelief in order to overcome that expositional dialogue, which is not as bad as you give it credit for.
>Whole conversation was about how tall buildings are/are not standing post war.I don't think you know the definition of the term strawman buddy.
Is that one of the other words you've decided to mean the exact opposite of it's actual meaning? If so, I understand your confusion.
PS: What was I supposedly trying to do before, that I am not doing now? Since you really think you're on to something here, enlighten us.
I read the codex all the time. It's even narrated really well in all three ME games. Honestly, I don't see how you can say "no one has any reason to go read it because the codex doesn't open." What does that even mean? No one opens the computer terminals in Fallout 4 for you either, but you claim Bethesda hid all these great plot gems in random computers rather than fleshing it out in a traditional story as Bioware did.The only reason its "needed" in Bioware games is because the whole codex system they have is garbage. You just get an entry, and it automatically gets added into the codex, but the codex doesn't open or anything, so no one has any reason to go read it. And because Bioware never does anything to encourage reading the codex, no one does, so they have to sit around and spoon feed all this information that people shouldn't be talking about in the first place.
I read it too, most people who play the game, don't. You wouldn't believe just how many people I've seen make thread about "100 hours in the game, just discovered there is a codex!"I read the codex all the time. It's even narrated really well in all three ME games.
Honestly, I don't see how you can say "no one has any reason to go read it because the codex doesn't open." What does that even mean?
No one opens the computer terminals in Fallout 4 for you either, but you claim Bethesda hid all these great plot gems in random computers rather than fleshing it out in a traditional story as Bioware did.
If you didn't figure out there was a codex in ME games then you might need to check your eyesight because the word CODEX flashes on the bottom of the screen every time there is a new entry...I read it too, most people who play the game, don't. You wouldn't believe just how many people I've seen make thread about "100 hours in the game, just discovered there is a codex!"I read the codex all the time. It's even narrated really well in all three ME games.
Honestly, I don't see how you can say "no one has any reason to go read it because the codex doesn't open." What does that even mean?
No one opens the computer terminals in Fallout 4 for you either, but you claim Bethesda hid all these great plot gems in random computers rather than fleshing it out in a traditional story as Bioware did.
It means the games doesn't open the codex, thus no one has a reason to read it, because it must not be important if you aren't getting told/forced to read it.
Bethesda however has trained people who play their games to open up every terminal because of how TES rubbed books/notes in your face every time you picked one up. The difference is how its presented to the player, and thus, how they respond when seeing it.
>Whole conversation was about how tall buildings are/are not standing post war.I don't think you know the definition of the term strawman buddy.
Is that one of the other words you've decided to mean the exact opposite of it's actual meaning? If so, I understand your confusion.
PS: What was I supposedly trying to do before, that I am not doing now? Since you really think you're on to something here, enlighten us.
>I bring up numerous cases of in-game art that shows tall buildings are still standing, as well as a secondary point of how a new game set in the same area would show those tall buildings still standing becuase that is how it was always shown to be.
>Your response is literally "You sure like talking about things that nobody said other than you," when the whole conversation has been about the very thing I was talking about.
>You quite objectively are now trying to re-frame the argument as something else, and trying to discredit what I said based on that re-framing
>Not a straw man.
Its literally a straw man defined.
Making an actual objective argument based off of in-game facts.
I have, completely honest, met people who didn't know you could hold down the E button to keep drinking in Fo3/NV, and who didn't know that holding tab causes the pipboy flashlight to come on... they didn't even know there WAS a flashlight. People are retarded.If you didn't figure out there was a codex in ME games then you might need to check your eyesight because the word CODEX flashes on the bottom of the screen every time there is a new entry...
That's not what I was saying at all.Yes of course, those games from 1995 couldn't support a lot of text.
Do you even read the stuff you write?
That was fine back in 1995, when games couldn't really support such a large an expansive series of books/notes/terminals, but this is 2015, almost 2016.
Uhh no, the post was implying what it said, that the game couldn't support an expansive series of books/notes/terminals. Which is an issue of objects, not the text in said objects.It is exactly what you were saying, although you will now try to backtrack.
Unless you are just saying words for the sake of saying words, that post is implying some sort of issue with having lots of text in a game from 1995, when most games had lots of text.. You were effectively rehashing the old and nonsensical "oh it was a limitation of old games, but now in 2015 blah blah blah". This is what "couldn't really support" means, unless you have some bizarro world definition of the word support as well.
It's just not a thing. Old games didn't have tiny amounts of text, and if they had it would not have been due to limitations of the medium or of the time. Fallout and Fallout 2 had text descriptions for almost every thing you could look at in the game world.
There has never been a technical difficulty with having text in computer games, and the earliest ones consisted of nothing but text.
Uhh no, the post was implying what it said, that the game couldn't support an expansive series of books/notes/terminals. Which is an issue of objects, not the text in said objects.It is exactly what you were saying, although you will now try to backtrack.
Unless you are just saying words for the sake of saying words, that post is implying some sort of issue with having lots of text in a game from 1995, when most games had lots of text.. You were effectively rehashing the old and nonsensical "oh it was a limitation of old games, but now in 2015 blah blah blah". This is what "couldn't really support" means, unless you have some bizarro world definition of the word support as well.
It's just not a thing. Old games didn't have tiny amounts of text, and if they had it would not have been due to limitations of the medium or of the time. Fallout and Fallout 2 had text descriptions for almost every thing you could look at in the game world.
There has never been a technical difficulty with having text in computer games, and the earliest ones consisted of nothing but text.
Old RPGs took many corner cutting measures because how limited disk space and processing power were back then. Which is why most NPCs are just generic reused sprites, why theres all of about 3 wall textures, and two ground textures, why nearly everything is a static object that doesn't move in any real way, why most armors are just one piece suits, why NPCs that have lootable armor don't change to reflect you taking their armor off, etc. etc.
Everything was done to reduce how much shit had to be processed, and how much unique data was on the disk. Older games didn't have to space to fill the games with the 470+ unique books Skyrim has, so they just jammed everything into a codex.
And there you go making up shit again.And there you go doubling down on this nonsense.
There is no technical limitation to adding more text, and there never has been. A hard coded limitation on the number of objects? What objects?
Even if the text was stored in an array and located by integer values, you'd have 32767 individual records that could be identified with ease far surpassing those 500 books from skyrim.
Every game does not have it's text stored as little images with paper looking backgrounds to distract you from the fact that the "book" consists of 3 pages. Even if it did, compression allows pre-rendered graphics to take up very little space, and game resolutions back in 1995 were not such that these would even be large images to display in fullscreen.
Text is probably the least disk space intensive method to deliver content. If it was written beforehand, and stored as a string instead of a silly graphic, there is no processing overhead to delivering text other than simply reading it from a file and sending it to the renderer to be displayed onscreen.
Do you realize you are making up nonsense which anyone with even a rudimentary background in computer programming and a history of gaming before the year 2000 can see to be 100% incorrect?
That was never my claim, no matter how much you try to spin it as such.isn't going to distract anyone from your claim that now in 2015 we can have lots of text in our games that we couldn't get in 1995 due to "reasons".
Funny coming from the guy who hasn't gone one reply without basing his argument on things never stated or implied.It's no wonder that nobody else wants to have a discussion with you. You don't even share the same language the rest of us are using.
That was never my claim, no matter how much you try to spin it as such.isn't going to distract anyone from your claim that now in 2015 we can have lots of text in our games that we couldn't get in 1995 due to "reasons".
That was fine back in 1995, when games couldn't really support such a large an expansive series of books/notes/terminals, but this is 2015, almost 2016.
Wow, someone who apparently reads what people actually write.The bottom line, is that the pre-1995 games didnt have the capacity to try and recreate a realistic world. While you could add text and object it would always come down into some form of codex, which isnt how real life is. We do not have a codex unless we use wikipedia(duh!).
What Bethesda did, and what is now possible, was litter the game world with object which can be interacted and the information is read straight from them and ONLY from them. Also in TES case the information is often conflicting, written and spoken. This is how would get information in real life. I have no problem with codex or the Bethesda method, but Its a bit pointless to argue that what Bethesda did with the way you get lore would have worked the same in pre-1995 games. Ultimately its not about the amount of text, BUT the way this text is presented.
I also want to add that perhaps, for the sake of argument, the codex in Mass Effect is on his omni-tool and its like extra net but whatever. Personally didnt detract from my enjoyment of the game.
Wow, someone who apparently reads what people actually write.The bottom line, is that the pre-1995 games didnt have the capacity to try and recreate a realistic world. While you could add text and object it would always come down into some form of codex, which isnt how real life is. We do not have a codex unless we use wikipedia(duh!).
What Bethesda did, and what is now possible, was litter the game world with object which can be interacted and the information is read straight from them and ONLY from them. Also in TES case the information is often conflicting, written and spoken. This is how would get information in real life. I have no problem with codex or the Bethesda method, but Its a bit pointless to argue that what Bethesda did with the way you get lore would have worked the same in pre-1995 games. Ultimately its not about the amount of text, BUT the way this text is presented.
I also want to add that perhaps, for the sake of argument, the codex in Mass Effect is on his omni-tool and its like extra net but whatever. Personally didnt detract from my enjoyment of the game.
Hmm, I never thought of the omni-tool angle.