Mord_Sith
Mildly Dipped
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Unless he made a big brother Simulator... Wait didn't they call that Oblivion?
Black said:Like killing kids.Give the player the freedom to go where they want, and do what they want.
Whoops!
What a crappy P&P game would Emil make :/
UmbrellaMaster said:Groin shots..
Oh wait.
Emil said:You can give the player the freedom to, say, kill someone who gave them a quest… so long as that doesn’t put the player in a weird state where other quests break, etc.
Jack The Knife said:Groin shots in Fallout 3 would most probably not be that entertaining without the text box anyway.
The description of 'Female raider collapses to the ground in extreme agony. Her child bearing days are over.' beats the visual of a woman raider falling to the ground any day.
Even with extremely innovative and immersive rag doll effects and bloom in bullet time.
Though, it is still a shame they didn't include it.
The description of 'Female raider collapses to the ground in extreme agony. Her child bearing days are over.' beats the visual of a woman raider falling to the ground any day.
Even with extremely innovative and immersive rag doll effects and bloom in bullet time.
They say that it's like Oblivion when it favors them. When Fallout 3 is compared to Oblivion in a negative way, then we get "Oh no, it's not like Oblivion."UmbrellaMaster said:So here Emil says:
Emil: You’ll really have to play the game to judge its uniqueness. Sure, we’re using an existing IP, but as someone who plays just about everything, I’d consider Fallout 3 pretty damned unique (if nothing else!). It’s a first/third-person RPG, but it’s got a different vibe than Oblivion, by a long shot, and a lot of other gameplay elements/sensibilities I don’t really think I’ve seen in other games. Okay, I’m biased. But I still feel that’s very true.
But here Todd says:
Todd Howard: The overall game flow feels like Oblivion, in that you make your own character and then explore a huge open world and do whatever you want. The basic gameplay of Fallout 3 is similar, which is one of the reasons we really wanted to do Fallout in the first place. I'd say the amount of action is similar to Oblivion, not more, not less.
One says it is completely different from Oblivion, while the other compares it directly to Oblivion. Which one am I supposed to believe there Beth? Do I smell a bit of hypocrisy?
Logan said:I dont understand, really, sometimes its just like oblivion for 'em, sometimes, isnt. I mean, wtf?
Ravager69 said:Besides, not that anything Bethesda will do to FO3 will change what Fallout truly is. No matter how badly they will fuck up the name, the original will still remain and we can just forget about their pathetic attempts at doing something creative.
shihonage said:Ravager69 said:Besides, not that anything Bethesda will do to FO3 will change what Fallout truly is. No matter how badly they will fuck up the name, the original will still remain and we can just forget about their pathetic attempts at doing something creative.
There's a lot of people now who only know the Doom franchise from a crappy-ass movie and some game where you play a blind janitor cleaning monster closets.
The way you prevent this is good game design, not making NPCs unkillable. Of course killing a NPC could make other quests impossible to complete, and the player will have to deal with the consequences. This is stuff Beth should be predicting and designing around. They should build every quest with consequences implemented should you kill a quest-giver, not take the lazy route and simply prevent the player from killing them.You can give the player the freedom to, say, kill someone who gave them a quest… so long as that doesn’t put the player in a weird state where other quests break, etc.
Except, of course, that in this particular case applying such a restriction is "good game design"...Polynikes said:The way you prevent this is good game design, not making NPCs unkillable. Of course killing a NPC could make other quests impossible to complete, and the player will have to deal with the consequences. This is stuff Beth should be predicting and designing around. They should build every quest with consequences implemented should you kill a quest-giver, not take the lazy route and simply prevent the player from killing them.