Bethesda's Fan Interview #2

Kyuu said:
I like how, as with most your posts, you present no real reasoning but merely throw insults. And no, your "when in Rome..." bullshit is not a valid justification, as pointless and baseless hostility is in fact discouraged on these forums, as you'd know if you actually paid any attention.

Alright, I think discounting every fantastic game with a fixed narrative is, well, not the best idea for a "golden rule." Is that okay? Examples: Every Tim Schafer game ever, tons of adventure/action games, a lot of JRPGs (gasp), the examples given by some other people in the thread, and really every game that isn't a CRPG. Even Mario had a narrative, if a weak one. I'm just saying I don't want to choose between just puzzle games and CRPGs for the rest of my gaming life.

No they didn't. The impression was in fact given in early interviews/previews that super mutants and ghouls were entirely mindlessly hostile monsters.

They did. I'll find an article with a quote in it tomorrow when I'm more cogent, or you could easily find one yourself I'm sure. They mentioned there would be non-violent interaction with ghouls, if not super mutants months ago.

What exactly is the point of this passage? I don't believe anyone ever argued about what effect a mod that put in the ability to kill children would have on an ESRB rating.

Radnan, page 6, and agreed with by maximaz. It's also been stated in at least one other thread. The point of the passage was to show that Bethesda wouldn't be scared at all of childkilling mods, because their reason for taking out childkilling in the first place was they wouldn't be able to release the game, because of the ESRB rating most likely. Bethesda would not be responsible for user-created content like a childkilling mod, thus they wouldn't give a shit and ergo it would not factor into their decision to release the tool kit. You know, if taking him at face value as saying it's a lot of work and they're concentrating on the game first right now is too much to ask.

Please show me this math, as I fail to see how you come to this conclusion. Just because Bethesda says the game is 100-hours long (if you do every single little possible side-quest and explore every single pointless, random dungeon) doesn't mean you won't reach level 20 until hour 99. It also has zero to do with "balance." You generally didn't get much (if any) levels above 20 in Fallout.

This is speculative really, because I don't know how well-distributed leveling will be, but let's say there's half of what they say: a solid 50 hour game experience in which you gain your 20 levels. Of course, most likely it'll be exponential experience needed between the levels, but I'm too tired for that right now, so for argument's sake 2.5 hours per level, thus 2.5 hours per perk. In Fallout I was gaining a level about every 30-45 minutes, thus a perk about every 2 hours, assuming I took Gifted. All hypothetical and speculative, but you can see how perks would have to be every level now, because people don't want to wait 8+ hours to get their next perk. That's balance.

Nice job entirely missing the point of what 13pm said. Hint: just because Fallout 3 has 30948309834 lines of dialogue doesn't make the dialogue have depth. It could (and probably does) mean there's a lot of meaningless fluff. Half those lines are probably of about the same level as the famous mudcrab conversations.

And nice job missing the point of what I said. You have no clue how deep Fallout 3's dialogue is, I have no clue, 13pm has no clue. So why bash the developer because he thinks it's deep, and really has the most information on that point right now? Seriously, there are just as easy targets out there. Maybe the nonexistent robot horse hasn't been beaten enough. Robo-beaten!

Blah blah, politics, yadda yadda, high-def. Please. Yes, there's a lot more media attention on the subject, and that's about it. Games full of gore and violence still manage to get published just fine. And for those places that exert censorship, they can remove children and/or tone down the blood/gore just like Interplay did for Fallouts 1 and 2. Also, saying that the gore and deaths in FO3 is somehow "more" than what was in FO1 and 2 is just foolish. The gore and deaths are certainly not as well-done as they were in the originals, sure.

The point is that America would censor the game. Why add children if you knew they were just going to be removed later? "Because it would show they have balls hur hur hur"? I suppose I would rather have the option to kill children than not have it, but realistically the game just won't get released with it. Games full of gore and violence still manage to get published fine, but those games don't have the graphic dismemberment of children. For christ's sake, I'm on your side. The violence isn't actually more than the previous Fallouts, but it's certainly more noticeable to censors, as it's rendered in the first-person at a higher-def taking up more of your screen. Saying they're not as well done is your opinion, and a questionable one at that. But I do wonder: have there been any big titles in the last one or two years that allowed the player to kill children, aside from BioShock? If anyone could find examples that'd be awesome.

It's a little more weird that, as a character who has no qualms about violence and taking lives, you're magically unable to do any harm those under 18. Because violence and death is okay, as long as it's only done to those over an arbitrarily set age limit. I myself would find it less weird for a homicidal maniac to be killing children than I would find it if he stopped, tried to change a flat-tire, had trouble with it, disrobed and changed into mechanic's coveralls, and then finally got it done.

Yes, there are degrees of weirdness, but is killing children something a sane, well-adjusted person would do? I'd find it weird, at the very least, if my best friend decided today was a good day to roll over to the playground and let loose with an uzi.

Ranne said:
Thompson facing permanent disbarment, $44K fine.

Damn, good find. About damn time.
 
I think it would break immersion less if they just took the children out of the game entirely (as was done with Fallout UK).

Leaving them in and making them IDDQD to your IDKFA is a half-ass solution that's neither here nor there.
 
I remember the discussion about putting children or not in TOEE. Quite a few good arguments, nothing like the crap we DON'T hear now from BS... And I remember reading an argument about why making children run away is not a good idea.
 
Regarding the shotgun I thought of this:
assaultshotgun.jpg

from deus ex.. (couldn't find an ingame pic)
 
terebikun said:
Yes, there are degrees of weirdness, but is killing children something a sane, well-adjusted person would do? I'd find it weird, at the very least, if my best friend decided today was a good day to roll over to the playground and let loose with an uzi.
Is shooting an adult and watching his head pop open and eyeballs fall on the floor something a sane, well-adjusted person would do? I'd find it weird, at the very least, if my best friend decided today was a good day to roll over to the post office and let loose with a portable nuclear weapon.
 
terebikun said:
Yes, there are degrees of weirdness, but is killing children something a sane, well-adjusted person would do? I'd find it weird, at the very least, if my best friend decided today was a good day to roll over to the playground and let loose with an uzi.
No, it's not what a sane person would do. Neither is nuking a whole city, robbing an older woman and drinking from a toilet.

Oh, I wish there were games where I can play the role of an insane person. We should call them role-playing games, you guys think it would sell?
 
terebikun said:
Yes, there are degrees of weirdness, but is killing children something a sane, well-adjusted person would do? I'd find it weird, at the very least, if my best friend decided today was a good day to roll over to the playground and let loose with an uzi.

Apparently, sane people think it's hilarious for a person to carry around their mother's severed head and talk to it like she was still alive.

Isn't that HILARIOUS?

Because after all, sane people think that violence is fucking funny no matter who it happens to.
 
Black said:
Oh, I wish there were games where I can play the role of an insane person. We should call them role-playing games, you guys think it would sell?

Only if we made them in FP and RT :).

Ranne said:
I cannot help it, I find the whole "think of the poor children" discussion retarded at best.

Amen to that. People seem to forget that things in video games simply aren't real, and that there's not even the slightest hint of real-world morality involved in these virtual actions. The killing of virtual children speaks volumes about your characters' morals, but jack shit about yours.

This just isn't a morality issue, and shouldn't be turned into one like Beth has been trying to do (oh noes, you want to be able to kill children, you evil, evil person?). It is a matter of who exactly is it that this game targets and and how able this public is to make the distinction between reality and fiction. If they want to sell it to just about anyone, then of course they'll have to butcher the more bleak aspects of Fallout in order to do so.
 
Sander said:
You will not be able to be a child killer. There are several reasons for this, some of them are very basic, like we wouldn't be able to sell the game, anywhere to anyone, if the children could be killed. I'm not using that as a scapegoat. We never wanted the game to offer any incentive or desire to be blowing kids away, so from our initial designs, we didn't know how we were going to handle if you shot them, we just knew it was going to be a big no-no, especially with a system like VATS and the graphic fidelity the gore has. Anyway, when attacked, all children flee and any regular NPCs friendly to the children will instantly attack you, so it feels good in the game, in that there is an appropriate response.

In regards to essential NPCs, it works like Oblivion, in that when they "die" they get knocked "unconscious" and get up a little while later. It worked well in Oblivion, so we kept that system, as you can still attack everyone that you want, and get at least a small benefit (being able to avoid them while they are down). I will say that the number of essential characters is minute compared to Oblivion and we've gone to pretty big lengths to cover a lot of people's deaths, but sometimes that's just not possible.

heh. that was my question (i think it was combined with somebody else's question, though). that's awesome they chose it. and the answers are mostly expected...though i am more pleased with the response to the children angle than what i thought it could be, as in plain old invulnerability and no npc reactions at all. it is nice to know that there will be children in the game at least.

i have to say i AM fairly disappointed with the other part of this answer though. the "getting knocked down and getting up later" part. it would have been more work obviously, but i don't like the idea of "essential" characters. part of the brilliance of choices and consequences is getting halfway through the game after making a decision only to learn that it was a decision that really screwed you out of a few quests or something even more drastic. then you play the game through as well as you can, you have a reason to play the game again and the next time you play the game you get to choose differently.
 
Briosafreak said:
i have to say i AM fairly disappointed with the other part of this answer though. the "getting knocked down and getting up later" part.

Yeah, really bad move.

Well, if I found myself knocked down I'd probably want to get up sooner or later.
 
Ghostbusters said:
Dr Ray Stantz: Everything was fine with our system until the power grid was shut off by dickless here.
Walter Peck: They caused an explosion!
Mayor: Is this true?
Dr. Peter Venkman: Yes it's true. This man has no dick.
 
Makagulfazel said:
Where's Tom when there's some dicking around needing to be done?

When the game comes out someone should name a character Tom and do an LP right out of the box.
 
Am I the only one who wonders about the message that invincible kids delivers? If you really buy into the "video games = behavioural conditioning" side of things, then surely this in it itself is negative, because you're inculcating the concept that children cannot be harmed by malice or misadventure. It may not be rewarding the death of children, but it's still an unhealthy attitude.
 
In bizarro land the murder of a single child is worse than the murder of millions upon millions of adults, and dont forget about violence being preferable to nudity. Bizarro logic is applied when determining what is acceptable in video games and everything else. It doesn't consider adult content in the context of the video game it is in, but rather as if it were reality. Maybe they think that if enough virtual child murders are prevented then one real child murder will magically be undone.
 
Blows my mind.

Bethesda was happy enough with Ramona Waites (who if I dimly recall was either 12 or 8) being viciously mutilated by a Deep One in Call of Cthulhu, and having her corpse keep appearing all over the place.

I loved that stuff.
 
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