failout, TyloniusFunk, take it to PM's. More of these childish posts will result in a strike and vattage.
TF said:
For academic exposition on any topic, it is essential to clearly define the terms you will use. This is purely a Chapter 1 situation and if the discourse begins and ends with definitions you are absolutely right, it's meaningless. But it is also imperative to say what you mean, otherwise you will be misinterpreted.
That's why any decent paper opens up with "definitions" for any nebulous term you'll use. But I'm saying it might be inevitable that academic game writers have to sit down and accept that they are in no position to define or re-define existing game terms like RPG, and would be better of treating it as such a nebulous term.
Bukozki said:
My argument in that regard is that design challenges seemed to come from the writing, rather than writing arising from design challenges.
I can tell you fairly certainly that is incorrect. Dead wrong, in fact.
Let's not talk MCA here, because MCA - while a popular Fallout designer - has dick-all to do with Fallout's heritage. As a rule, there are 6 people to consider Fallout's founders - Tim Cain, Leonard Boyarsky, Jason D. Anderson, Chris Taylor, Jason Taylor and Jason Campbell. There are others who should definitely be asked on certain topics (Jesse Heinig about SPECIAL, T-Ray Isaacs and Gary Platner for artistic direction, etc.), but usually if you've got an opinion of - say - Tim Cain on design or Leonard Boyarsky on art, you'll know more firmly where a certain idea stems from.
And here's why I think your writing-over-design interpretation is dead wrong (this and private communications, but I'm not quoting from those):
“
In a good RPG, you should be able to make a good variety of starting characters and then develop them in very different ways. Your choices should affect the game in meaningful ways, both in the ongoing game and in the ending you get. Of course, the game should be fun to play and easy to interact with, but that’s true for every genre of game.”
Go back on this quote and think about where Fallout comes from: Fallout was originally designed as GURPS, an attempt to make a game "
as close as you can get to playing GURPS, short of playing GURPS."
Now I don't know if you play a lot of pen and paper RPGs, but for those of us who do, it is easy to spot how and where Tim Cain attempted to bring this philosophy to play. Core points of pen and paper RPGs (specifically GURPS) are that your stats have direct influence on all your actions (hence why your character can't talk normally if
his intelligence is not high enough: the player's abilities don't come in to play
over his characters') and that the player is offered
real choices with
real consequences.
This is why you can never consider BioWare's RPGs to be in the same genre as BIS/Troika p&p-emulating RPGs: BioWare is fine with having one dialogue file that looks the same for everyone, where the player is offered 3 options, 2 of which usually lead directly to the same answer while the third will get you to the same result eventually. Options? Hell no.
When it comes to dialogue choices, you can easily recognize the basic GURPS emulating philosophy: Fallout's dialogue is directly stat-dependent, and dialogue offers you real choices with real consequences. The writing is only meant to support that structure.