TheNotoriousAMP
First time out of the vault
Okay, so first time poster and figured might as well address something I've seen pop up on the board. Background wise, I've played all the Fallout games except for Brotherhood of Gua(ra)na. Played the first two and tactics about 10 years ago while just starting high school, which really got me into older RPG's (whose excellent stories made me willing to suffer through the crap combat of Arcanum and Torment). Anyway:
Fallout 1 and 2 are often described as offering morally grey choices, but if you look at the actual quest lines and endings, they really aren't that ambiguous. All of the major questlines that affect the ending slides basically follow the same formula: 1- Do nothing: this results in the bad or meh ending. 2- Do a horrific thing: this results in a terrible "everything dies" type ending. 3- Put in a lot of effort, talk to people and be diplomatic (be a good guy): this gets the best ending for everyone. The only slide to even possibly subvert this was the original Junktown slide, before it was changed to fit the previously mentioned model. While the Fallout games are quite sandbox-ey, I don't recall of a situation in the first game where doing something blatantly bad resulted in a better ending for a region. Compare this to Fallout New Vegas, for example, where in the case of the Sharecropper farms you had to blatantly fuck over one of two groups of decent people. Or The Witcher, where you really can't be sure if you did the right thing ever.
The last sentence is really what I am using to judge "moral grayness". While there are a lot of choices, most of them fit into the mold of complete the minumum for the minimal reward, put in the effort for evil or good. This isn't so much gray as binary. Fallout 2 is especially egregious in this as every single town's ending works with this mechanism. Den- Help bartender beat slavers. Modoc- Read a game guide because the quest is impossible without one, and find the guy, bringing peace. Gecko- make Vault City stop being so racist. Vault City- do all the side quests, bring the information to Lynette. Vault 15- bring peace, fight bad guys. NCR- samesies. Broken Hlls- make everyone love each other. Redding- sell the chip to the good mine owner. Ect. The only town to avert this is New Reno and here only barely. In that case, the best ending came from doing the main good guy mob sidequest (and screwing over all of the other bosses) but not becoming a made man or opening up the arms depot. In short, still do the Wright thing, but stop from giving them total vengeance.
Fallout 1 is harder to pin down because of how freaking buggy their endings are (on a side note, Inexile pulled the same crap when Wasteland 2 was first released. Let me be blunt, if you make a story based game, the one thing above all else you need to make sure work are the endings. It's not even that hard, it's basically a choose your own adventure type "condition a is set, leads to ending a" type thing). Plus, much like Fallout 3 (sorry for mentioning it) you don't really have that huge of an impact directly on the towns. You're not the diplomatic getting everyone to love each other so much as the guy who stops the bastards who were going to destroy everything, and the side effects of of this is the good stuff. Shady Sands and Necropolis are really the only two you can directly impact in game. Necropolis by not being a jackass and fixing the purifier and Shady Sands by putting in the effort to fight the raiders (fitting the mold above). The Hub, if it wasn't broken, would kind of still be pretty linear because I consider the Deathclaw encounter part of the main plot, as the primary role of it is to serve as the start of the transition from the wasteland survival genre to a more heroic sci fi genre.
Anyway, that's my opener (one of the main reasons I joined here is to talk about the fallout series from a game and fiction development viewpoint so please provide feedback as to whether or not this is productive for the board). Also, not British, but somehow thought grey was with an e. Sorry 'bout that.
Fallout 1 and 2 are often described as offering morally grey choices, but if you look at the actual quest lines and endings, they really aren't that ambiguous. All of the major questlines that affect the ending slides basically follow the same formula: 1- Do nothing: this results in the bad or meh ending. 2- Do a horrific thing: this results in a terrible "everything dies" type ending. 3- Put in a lot of effort, talk to people and be diplomatic (be a good guy): this gets the best ending for everyone. The only slide to even possibly subvert this was the original Junktown slide, before it was changed to fit the previously mentioned model. While the Fallout games are quite sandbox-ey, I don't recall of a situation in the first game where doing something blatantly bad resulted in a better ending for a region. Compare this to Fallout New Vegas, for example, where in the case of the Sharecropper farms you had to blatantly fuck over one of two groups of decent people. Or The Witcher, where you really can't be sure if you did the right thing ever.
The last sentence is really what I am using to judge "moral grayness". While there are a lot of choices, most of them fit into the mold of complete the minumum for the minimal reward, put in the effort for evil or good. This isn't so much gray as binary. Fallout 2 is especially egregious in this as every single town's ending works with this mechanism. Den- Help bartender beat slavers. Modoc- Read a game guide because the quest is impossible without one, and find the guy, bringing peace. Gecko- make Vault City stop being so racist. Vault City- do all the side quests, bring the information to Lynette. Vault 15- bring peace, fight bad guys. NCR- samesies. Broken Hlls- make everyone love each other. Redding- sell the chip to the good mine owner. Ect. The only town to avert this is New Reno and here only barely. In that case, the best ending came from doing the main good guy mob sidequest (and screwing over all of the other bosses) but not becoming a made man or opening up the arms depot. In short, still do the Wright thing, but stop from giving them total vengeance.
Fallout 1 is harder to pin down because of how freaking buggy their endings are (on a side note, Inexile pulled the same crap when Wasteland 2 was first released. Let me be blunt, if you make a story based game, the one thing above all else you need to make sure work are the endings. It's not even that hard, it's basically a choose your own adventure type "condition a is set, leads to ending a" type thing). Plus, much like Fallout 3 (sorry for mentioning it) you don't really have that huge of an impact directly on the towns. You're not the diplomatic getting everyone to love each other so much as the guy who stops the bastards who were going to destroy everything, and the side effects of of this is the good stuff. Shady Sands and Necropolis are really the only two you can directly impact in game. Necropolis by not being a jackass and fixing the purifier and Shady Sands by putting in the effort to fight the raiders (fitting the mold above). The Hub, if it wasn't broken, would kind of still be pretty linear because I consider the Deathclaw encounter part of the main plot, as the primary role of it is to serve as the start of the transition from the wasteland survival genre to a more heroic sci fi genre.
Anyway, that's my opener (one of the main reasons I joined here is to talk about the fallout series from a game and fiction development viewpoint so please provide feedback as to whether or not this is productive for the board). Also, not British, but somehow thought grey was with an e. Sorry 'bout that.