Fallout 3 at E3 - TwitchGuru

Sure, Fallout's TB needed improvement. A lot of things in Fallout did. There isn't a game around that doesn't need some form of improvement (even the almighty Arcanum which is almost perfect in every way and if you disagree.. I HATE you).

Dumbasses however twist it around to mean that *everything* must be changed. Fallout's graphics lo-res? MAKE IT AN FPS! TB combat a bit unbalanced? MAKE IT REAL TIME! PipBoy not green enough? GIVE IT 50,000,000 SHADERS!
 
hey guys..nice to meet you lot!

In my opinion, there are way to many previews for my liking, its really starting to piss me off!
 
Hi d_agra,

Welcome to the forums, I think I have seen your posts on the Gamespot forums when I lurk around there.

Well the thing with the previews is that they are almost basically the same.

-Bethesda and in particular Todd is pretty much a genius for bringing Fallout into the 21st Century.
-The game is put down as an RPG that will please the original fans though it hardly contains anything that attracted us to Fallout in the first place (yes the setting but only barely)
-Extreme violence is 'teh funny'
 
I love Fallout TB why? Because is simple and give me so much joy... and this V.A.T.S.? its just a hype for kids...
 
Vault 69er said:
Dumbasses however twist it around to mean that *everything* must be changed. Fallout's graphics lo-res? MAKE IT AN FPS! TB combat a bit unbalanced? MAKE IT REAL TIME! PipBoy not green enough? GIVE IT 50,000,000 SHADERS!
It's sad to see that most of the previews concentrate on repeating the same mantra (as written above). Not many 'journalists' seem to be able to see through what was said, have their opinion or at least tell us something more than what we've been already fed with for weeks and are just repeating Todd's words. Luckily most of the articles are written poorly, but there's a couple which actually made me think (for a split second) that VATS in FPP will be awesome and blowing up nuclear cars will be fun. The heat must be getting to me.

This is why this is the best preview so far:
http://www.gamernode.com/Previews/3315-E3-07-Extensive-Fallout-3-write-up/index.html


even the almighty Arcanum which is almost perfect in every way and if you disagree.. I HATE you).
I'm playing it at the moment for the 4th time trying to finally finish it. Why oh why did I have to be a gunman once again? It has many great ideas and quests, but it's too unbalanced.
 
Vault 69er said:
There isn't a game around that doesn't need some form of improvement (even the almighty Arcanum which is almost perfect in every way and if you disagree.. I HATE you).

O rly?
 
From the Meet the Devs 19 thread

I just ran into a couple of interesting posts in the Meet the Devs thred First from fizzbang:

QUOTE(Blinzler @ Jul 15 2007, 01:32 PM)
Time for a completely useless ranting rating game again. Please rate the following point on a scale from 1 to 5 based on your personal opinion.

What's important to you in a game and how much so?
a. Graphics
b. Mechanics
c. Story
d. Humor
e. Reality
f. Artificial Intelligence
g. Freedom to go your own way
h. bonus features for fans - e.g. hidden stuff, easter eggs etc.
i. overall Feel/ Fun-factor
j. Multiplayer
k. Modability & Ease of modding
l. Support from the developer (regarding patches, new features, add-ons)
Short version: it depends on the game. If I'm getting an RPG, I demand a strong mechanics, freedom/agency, and a good story (which probably includes good humor, depending on the themes and setting). Different styles of game call upon other elements more - more abstract, arty games may have less of a concrete story, but focus much more on a fantastic play experience (like Rez).

Personally, I'd use different metrics for breaking down a game's elements. Here's a set off the top of my head:

1) Aesthetic:
a) Graphics (visuals, art style, etc)
b ) Motion (animation, camerawork, movement)
c) Sound & Music (incidental audio and score)
d) Presentation (how well are these elements combined in a unified style)

2) Experience:
e) Controls (ease and intuitivity of controls and UI or information feedback)
f) Pacing (how active is the game - liesurely and relaxed or fast-paced and frenetic or periods of each?)
g) Mechanics (how mechanically sound are the mechanics? can you easily "game" the system?)
h) Durability (How long before the basic gameplay experience begins to bore a player? How flexible is it, to allow for changes to keep a player's interest? How much replay value does the basic experience offer?)

3) Narrative:
i) Story (the overall story, setting, and characters)
j) Personality (the attitude and memorably individual style of the game's narrative. This can include humor, writing voice, and so forth)
k) Agency (how much freedom does the player have to change the game's outcome? Linear or freeform? How much freedom to make their own character?)
l) Longevity (How memorable and personally relevant is the game's narrative? Will you remember and cherish the characters, or will you just remember it as a blur?)

4) Community:
m) Multiplayer (Can you play with other people. How much interaction can you have with them?)
n) Fan Agency (Can fans be involved in further development of the game, either through updates, mods, or otherwise?)
o) Fan Support (How well does the company follow up on supporting the game and its fans with further updates, bug-fixes, patches, and so forth?)
p) Bonus Material (What sort of bonuses, hidden items, or other rewards are there for people who are die-hard about exploring the game?)

Notes:
I broke this set of metrics down to four categories, which are generally more or less relevant to different styles of games - RPGs obviously care very much about Narrative and Experience, standard shooters care about Aesthetics and Experience, MMOs generally focus on Community, and so forth.

Personally, I care most about all of the Narrative category, along with 2g (Mechanics), 1d (Presentation), and 4p (Bonus Material).

Anyway, that was a fun little mental exercise for the morning. Now, back to working on that Narrative category!


This was KamikazeKangaroo's reply:

What's important to you in a game and how much so?
a. Graphics - 3.5
b. Mechanics - 4
c. Story - 4
d. Humor - 4
e. Reality - 5 (has to be realistic WITHIN the setting, not necessarily realistic by today's "factual" setting)
f. Artificial Intelligence - 3.5
g. Freedom to go your own way - 2.5 (something like Half-life, which is extremely linear, can still be done in a way such that you don't notice you have no choice)
h. bonus features for fans - e.g. hidden stuff, easter eggs etc. - 2
i. overall Feel/ Fun-factor - 5 (trick question?? C'mon, it's gotta be 5!)
j. Multiplayer - 1 (it's great to have it, but it's not in any way necessary... depending on the game)
k. Modability & Ease of modding - 3 (I don't mod anything, soooo)
l. Support from the developer (regarding patches, new features, add-ons) - 5

Koobie, I don't think previous experience is necessary, truly. What matters is "how badly do you want in?" and "are you actually good?"

I'm making monsters now for a living because - and I won't exactly describe how I went about it, lest I incite a wave of people inappropriately trying to claw their way in to game companies - I scrambled at the door for a while, and when that didn't work, I tried the windows... Seriously, previous experience is not needed, as long as you're sure of your own dedication and passion. For me, I found the key to be just NOT GIVING UP. If they say no one day, work on your craft, come back later with something better to show, and go for it. The saddest thing is when people just kind of give up before they've begun, saying to themselves "I don't really have what it takes, I shouldn't even bother," or when they try once, get rejected and throw in the towel. All I will say is, don't worry about getting that towel sweaty. Get it dirty, grimy, get tired, get depressed... but GET THE JOB.

I'm not sure that last bit even made sense, but I felt like Al Pacino in "Any Given Sunday," and I decided to chase that feeling.

And from socrates200X
Edited for personal relavency and ranked, I guess it would be:
1. overall Feel/ Fun-factor
2. Story
3. Humor
4. Graphics
5. bonus features for fans - e.g. hidden stuff, easter eggs etc.
My two cents... fizzbang cites a focus on "Narrative" while the monster artist notes that freedom/lineraity isn't that important 2.5/5. Perhaps I am reading too much into to this; however, based on these comments I believe the father story is going to be far more ... rigid then pervious Fallout's

ref: http://www.bethsoft.com/bgsforums/index.php?showtopic=723091&st=140
 
There's a reason we stopped covering that thread, ivpiter, namely that the people posting in there are mostly content monkeys. Sure, some quest designers, like Zeleny, but socrates, for instance, is just a UI guy, and Kangeroo just a character artist.

Don't draw any conclusions from their opinions, they're not the leads.
 
Brother None said:
There's a reason we stopped covering that thread, ivpiter, namely that the people posting in there are mostly content monkeys. Sure, some quest designers, like Zeleny, but socrates, for instance, is just a UI guy, and Kangeroo just a character artist.

Don't draw any conclusions from their opinions, they're not the leads.

Which is surprising, really. It seems they are the only three guys at Bethesda who aren't producers of some sort.
 
Re: From the Meet the Devs 19 thread

ivpiter said:
*Snip McSnipperton*

For some reason, after I read your post, the Inspector Gadget song suddenly popped up in my head.

Anyway, if the people that are making the game enjoy certain aspects of gameplay that don't fit Fallout, then we'll likely see these aspects leak into the Fallout franchise. These aspects obviously include:

Linear gameplay
Mindless clicking
"Uber" graphics
Sucking at life

There are many others, but I'm going to try to keep my Bethesda-bashing on a low today.
 
True they are not the leads; however, I believe they take their cues from the leads or at the least these content monkeys often state what they believe to be what the leads (Todd and Pete and Emil in particular) want to hear.

I seem to recall Emil (I could be mistaken) singing sycophantic praises to Todd and the Terminator games in a past interview and the culture of the leadership trickles down… at least in my experience…

Edit: Spelling
 
Re: From the Meet the Devs 19 thread

Makagulfazel said:
ivpiter said:
*Snip McSnipperton*

For some reason, after I read your post, the Inspector Gadget song suddenly popped up in my head.

Anyway, if the people that are making the game enjoy certain aspects of gameplay that don't fit Fallout, then we'll likely see these aspects leak into the Fallout franchise. These aspects obviously include:

Linear gameplay
Mindless clicking
"Uber" graphics
Sucking at life

There are many others, but I'm going to try to keep my Bethesda-bashing on a low today.
And that means the Fallout franchise is contaminated. The way games are turning out, I'm beginning to think Wasteland 2 will be the same way. Truly sad.
 
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