welsh
Junkmaster
This came up before but I think maybe it deserves its own thread.
I think that Fallout needs to play with the nature of evil more. In some ways this was more interesting in FO1 than FO2 where good guys and bad guys were often well defined. But even in FO1 it should have been more murky, disturbing and difficult to identify.
Don't get me wrong, there should be some basis of good and evil, but what exactly is good or evil might be difficult to understand and may require the player to get involved in some deeper plot development.
Arguably the 1950s pulp would argue towards clearer definitions of good guys and bad guys. But take a look at a film like The Thing (the original) where the good guys are the military who want to destroy the monster. But then the Manchurian Candidate makes it all a bit more disturbing what or who is good and evil. Invasion of the Body Snatchers and Forbidden Planet, also bring up this theme about the nature of evil. Even On the Waterfront has this.
Think about 1950s issues- the Red Scare, the H-Bomb, the Cold War and espionage, the rise of the security state, and small wars popping up all over the place. Even in the US you start to see the rise of counter culture in the early beats and films like The Wild Ones.
The virtues of this are two fold-
(1) the game is more mature and complex, which makes for a better story and a better RPG.
(2) It could, as the original FOs did, make some criticism of life in the 1950s (the opening credits in both FO1 and Fo2 are great this way) But I also think that it would also reflect a problem of our times, when shades of evil are more complex and difficult to figure out.
I think that Fallout needs to play with the nature of evil more. In some ways this was more interesting in FO1 than FO2 where good guys and bad guys were often well defined. But even in FO1 it should have been more murky, disturbing and difficult to identify.
Don't get me wrong, there should be some basis of good and evil, but what exactly is good or evil might be difficult to understand and may require the player to get involved in some deeper plot development.
Arguably the 1950s pulp would argue towards clearer definitions of good guys and bad guys. But take a look at a film like The Thing (the original) where the good guys are the military who want to destroy the monster. But then the Manchurian Candidate makes it all a bit more disturbing what or who is good and evil. Invasion of the Body Snatchers and Forbidden Planet, also bring up this theme about the nature of evil. Even On the Waterfront has this.
Think about 1950s issues- the Red Scare, the H-Bomb, the Cold War and espionage, the rise of the security state, and small wars popping up all over the place. Even in the US you start to see the rise of counter culture in the early beats and films like The Wild Ones.
The virtues of this are two fold-
(1) the game is more mature and complex, which makes for a better story and a better RPG.
(2) It could, as the original FOs did, make some criticism of life in the 1950s (the opening credits in both FO1 and Fo2 are great this way) But I also think that it would also reflect a problem of our times, when shades of evil are more complex and difficult to figure out.