Mimezu said:
Hey, no need to use that tone, it was a joke, as I mentionned just before it and notified with the smiley.
I take my job seriously. Mess with the boss and die.
Of course RPGs can be in third person, lot of my favourite games are not in first person perspective (arcanum, baldur's gate 1 and 2, kotor, planescape torment, fo1 and 2 ...). Actually I didn't play that much first person RPGs, but with Morrowind, Vampires Bloodlines and Deus Ex I've grown very fond of this immersion and I admit that I really like it more and I think that the VATS system is really an awesome step in the right direction for finding a good blend between turn based gameplay and fps gameplay, even if of course it still needs a lot of improvements (or mods) in order to make it really work and matters.
Let's get one thing out of the way - VATS is
NOT turn based. It's a superpower, similiar to Max Payne's bullet time.
Personally, first person RPGs make it much harder for me to suspend disbelief, as I hold them to the same standards I hold classic isometric RPGs, and many of FPP games simply fail to meet those standards.
Fallout 3 in particular - I never felt there, roaming the wasteland, it's far too inconsistent and technologically inferior. Ruined DC is better, since they did their homework on Fallout architecture... right up until I realized it's just one, big skirmish.
Well, I'm a video game concept artist, not a game designer, but I've worked with some and see how game development works, and i'm not convinced that game design should be carved in stone and never change. Especially when the developpments teams are not the same.
Why should they change? Fallout was from the beginning developed in the way it was, it's design is
defined. A sequel should not discard core design principles. It's all basic logic, really.
Just like I don't call WoW a sequel to the Warcraft series (I call it "lore-butchering game pandering to the lowest common denominator").
Each company has his own style and I think that it is their right to adapt things to what they like to do, to adapt the game to their ways of doing things. When you work four years on a game, you have to have fun on it and to build it the way you like.
Then why take an existing franchise instead of creating your own?
Of course since this is called Fallout 3, they had to stick to the original material, and that it the point where we disagree, but I'm not calling you a stupid person when you think that fallout3 is not a true sequel to FO1 and FO2, when a lot of this forum's users are calling us morons when we think the opposite.
It's hard to call you anything else when you ignore logic and facts. We've explained, numerous times, what makes Fallout tick, with factual evidence to support what we say - yet you people think your feelings are somehow overriding the statements of developers who
created Fallout.
It's not a true sequel, and it's a fact. Nothing connects it to its predecessors, it could very well be a completely new franchise.
I think that Bethesda still managed to blend the qualities of their TES titles, with a lot of the original Fallout's contents, and that is more than I dreamed about (I was really thinking I would get an Oblivion with guns, and it was a nice surprise to get a fallout blended with Morrowind depth qualities and the good Oblivion "dungeon crawl" gameplay (the only thing I really like in oblivion))
So it's basically "TES with Fallout elements"? If so, why do you claim it's a true sequel?
[guote]I have issues to see where the core of the franchise is lost, but I guess that this is because we simply don't have the same views on games. Like I said i'm an illustrator, and the most important core feature in Fallout for me has always been the setting, the visual atmosphere, the pulp 50's feeling ... and all those points are simply awesome in FO3. [/quote]
If you are so focused on visual atmosphere, I find it surprising you haven't even mentioned that the world feels more as if it was 2097 not 2277.
Not to mention that the core of Fallout was always the emulation of the P&P RPG feel, your choices having consequences and an actual impact on the world, your character being a part of the world, not an overpowered god-like VATSman. Artistic design is merely a part of the Fallout feel.
I can see that some gameplay mechanics have been lost, that some character depth has been trimmed ... that some perks or skills are not anymore available ... but I admit that this is less important to me, so this is not a gamebreaking issue for me. I would love to see this improved in Fallout 4 or with mods, but this is not enough for me to bash this game or to say that this is not a Fallout game.
Even though SPECIAL was integral to the Fallout RPG gameplay? Look at Van Buren, as much attention was put to tweaking SPECIAL as was to other parts of the game, and the devs actually responded to fan queries.
However I have no issues understanding that this is gamebreaking for you or other people, if would be nice if you were polite enough to do the same and understand that this is not for some other people.
If a game claims to be a sequel, I expect continuity between games, especially in terms of gameplay. Simple logic, really, especially in a game with so defined a design.
Obviously. But my point was that it is a common issues for a game franchise to change and evolve during time. Fallout2 was already different from Fallout1, with unexplained difference. Fallout tatics was also different, and fallout : bos ... was something else. And yet they all had the Fallout brand name. I'm simply not sure that any of us is in position to validate or not which game has the right to be named fallout.
Tactics & BOS were spin-offs. Fallout 2 retained Fallout 1's gameplay and refined the character development system, and while it was shaky lore-wise (thanks to the departure of the Fathers), it remains a true, worthy sequel, even if it's not as coherent as the original.
Now, explain to me, how do relatively miniscule changes from Fallout 1 to Fallout 2 justify the drastic genre reassignment operation in Fallout 3?
It seems that for you, the "fallout" name is a very large container that need to be filled by a sum of very precise things, and if one of those things is missing, the container stops to have the fallout name on it. It seems a bit narrow minded and things wouldn't evolve if we were thinking this way for anything. There need to be space for changes, especially in games developped 10 years after their prequel.
Let's see: Van Buren. Quite different from Fallout and Fallout 2, yet it was still a true sequel. It didn't take liberties with Fallout, it treated them with respect and aimed to recreate the atmosphere and feel of Fallout 1.
I'm merely expecting a sequel that keeps the gameplay intact, evolves the world and storyline without raping the lore excessively and that maintains continuity with previous titles, in all aspects, not just the visual one.
You were talking about the combat system in FF12. I thouroughly enjoyed it myself, and I was stunned by all the narrow minded comments on the forums where people were speaking about heresy and about their precious turn based combat system. I like when companies try new things on their franchises, even when this isn't completely working, at least they are trying and bringing new ideas to the table, instead if always using the same dusty things and adding a layer of fresh paint onto them. The ff12 combat systems had some flaws, but in the end I will havd a hard time to go back to the rusty turn based FF combat system, especially if they go back to those stupid random encounters.
Fallout 2 expanded and upgraded the combat system, making it better balanced and more varied, keeping the basic mechanics in place.
Why fix something that isn't broken?
Now that I have enjoyed the possibiliies of the VATS system in a first person rpg, I would really like to see this improved and taken to higher levels where it could gain the tactical depth of isometric turn based combat. On the opposite if they turned back to isometric turn based I would be very disappointed and would see this as a step back instead of innovation.
Why innovate for the sake of innovation? VATS is a godlike superpower, especially in its current form, where its supplementing twitch-based FPS gameplay.
What's your problem with turn-based anyways?
I don't know what a strawmen is (sorry about my english) but I think I get your point, and again I disagree. Video games, books and movies are not that different, and I stand to my point and think that I can use this as an example
No, you can't. Books and movies don't have gameplay.
it seems that anything that can be said that is no what you think is irrelevant.
What happens to other series is irrelevant. We're talking about Fallout, not the general situation of the gaming industry.
point taken, but I was bringing some visual design details since this is hat is the most important to me (like I said earlier in this message). The changes in gameplay and in other areas are important too, but I focus on my personal tastes and of course they are different from other people. On my point of view nothing has been raped or mutilated, some things have been overlooked, other things have been improved, other have been poorly kept or dissapeared, but in the end I am still very happy with the result.
That still doesn't make Fallout 3 a proper sequel.
Tell me, is it really that hard to comprehend that a game that doesn't maintain continuity with it's predecessors is not a sequel but a spin-off?
yes, but having worked inside video game teams, I see that it is quite hard to change from the old habits, and I think that Bethesda seems to have learned from Oblivion's mistakes. Wich is quite good considering the commercial succes Oblivion had. They could have kept all the poor design choices from Oblivion and the game would have still sold very well. I think that this is quite good that they tried to evolve even when the produceers were certainly saying "make oblivion with guns, this will sell". I'm the kind of guy to be happy with every bit of improvement.
I'm a guy with standards. Valve can make their games incredibly refined, nearing perfection - why can't Bethesda, despite their budget and marketing?
Is a moderator allowed to answer this way to people on their forum ? you don't know me and you make some insulting assumptions towards me ...
I'm not here to kiss ass. I'm here to enforce rules, and nothing in them forbids me from having my own opinion or discussing aggressively.
It's an educated guess - if visual and text cues in Fallout are not sufficent to immerse you and you consider FPP with pretty graphics more immersive, that indicates you might have trouble with purely written media like books. Hardly baseless.
There is a difference between immerse and enjoy. I enjoyed completely fallout1 and 2, and other isometric rpg, I read also a lot of books and I don't think that I am the narrow minded person in this thread, you should maybe clean up your own backyard before insulting other people.
I don't there really is in fiction. A good book/game/movie is both enjoyable and immersive. It's a matter of building a believeable world and interesting storyline.
What I was saying is that with modern game engines, first person views are more appealing to me. I really like for example having to turn my head in order to see what is behind me, when in isometric you have a larger view of your surroundings, this is breaking immersion to me. In a book you see what the author wants to tell you, it depends a lot on the style of the book. In the isometric games I was referring to, usually you see all your surroundings and this is a huge advantage tactically against the enemies that have some line of sight mechanics. So you are the one making some "strawman" or something there, comparing two different things.
I'm comparing a sequel to its predecessors. It's not a strawman by any means, it's simple, logical comparison.
Note: In a book, you see what
you want to see, basing on textual cues from the author.
This is completely your right, and your opinion is very valid. I just don't see it the same way, and I don't see why your word should be holier than mine ... I totally agree that lots of things have been overlooked, for example the text descriptions are badly missing, and I am happy that one of your member is working on this.
Me, actually.
The point is, my opinion is based on factual evidence in the form of statements from original Fallout devs, who defined what a sequel makes.
again this is extremely harsh, especally from a moderator. Since anything we can say won't satisfy you, I guess we are forced to be stupid people that cannot substantiate their points, so be it ...
There's nothing in the rules stating that you will be coddled and treated with utmost respect. If you're posting an opinion on a PUBLIC FORUM, you're agreeing to have it ripped apart by people who don't share it.
Lifebar is a ok compromise to me, at least until the engines allow for completely graphical informations about the enemy health. In my dream RPG healthbars would be completely removed and you would have to guess at what health the enemies are simply with visuals and sounds, but in the meantime, simple healthbar without numbers are good to me. But I agree that there should be more depth with perception / medicine / intelligence skills that could have flavor texts about what your character think about the enemy's condition, toughness, etc ...
Which was already present in the original Fallout - you had to have the awareness perk to be able to get the exact information about the enemy.
I know that most rpg players love numbers, but my point of view is that numbers aren't immersive, I like when all those dice rolls and checks are invisible in the background, and your character is only seeing the results.
Which is what happens with all stat checks in Fallout - only in combat are numbers visible, because it adds a layer of tactical depth to it. Warfare does include number crunching.
I'd also like to add that by your definition, Fallout 3 is not very immersive. Percentage chances of success in dialogue options?