Fallout 3 E3 demo on Spike TV

I was a big fan of Morrowind too, even though it didn't quite live up to Daggerfall, Morrowind still had a fairly memorable storyline and diverse locations. One of the first features that I noticed about Oblivion was that none of the cities really stood out from another, except maybe the city located in the snowy mountainous area. They all had a very generic architecture and to this day I can't tell any of the cities apart unless I see the name on the map. They seem to have remedied the situation in Fallout 3, thankfully, but there are just too many other similarities to Oblivion that turn me off from the game.
 
Xenophile said:
Look.. you might not like it.. you might not play it... but anything with this amount of content is quite ambitious.

Anything with the amount of content Oblivion had before it was released?
 
I find it amusing that SPIKE lands these types of deals while the gaming network gets nadda and just runs dating shows all day... Say, I wonder if the guys from Mega64 will be involved?
 
Maphusio said:
I find it amusing that SPIKE lands these types of deals while the gaming network gets nadda and just runs dating shows all day... Say, I wonder if the guys from Mega64 will be involved?

I'm not suprised. I may not like SPIKE's programming that much but G4 is uniformly assy. Maybe an exception for Ninja Warrior.
 
Maphusio said:
I find it amusing that SPIKE lands these types of deals while the gaming network gets nadda and just runs dating shows all day... Say, I wonder if the guys from Mega64 will be involved?
It's "nada", only one D.
 
Per said:
Xenophile said:
Look.. you might not like it.. you might not play it... but anything with this amount of content is quite ambitious.

Anything with the amount of content Oblivion had before it was released?

But see even if they did no engine programming (which they clearly did a bit of), and they left the oblivion systems intact. Just generating the new dialog, character, items, and scenery is a massive undertaking. I think if you compare it even to the first fallout games there is little comparison. Even if the number of areas was the same, the required work to increase the level of detail is huge. Moving to 3d did mitigate some of the animation requirements that used to be done by frame by frame (though if I remember right most of fallout 1/2 were 3d models rendered to sprites??).

I still think that to say even if the engine were exactly the same a full conversion "mod" of this scale is of a scale that I think few of us on this board can actually appreciate.

Unless you have some experience in large software/design projects, I don't think you can appreciate it. Architecture and civil engineering projects are similar, but they really are quite a different beast.
 
I still think that to say even if the engine were exactly the same a full conversion "mod" of this scale is of a scale that I think few of us on this board can actually appreciate.
Yes, if it were an actual mod made by a group of volunteers. This is being done by a professional (I use the term loosely) game developing studio and, as a game developer myself, I'm not impressed by what I see here at all. Besides, when conversations are dull and uninspired and both art direction and 3D environments are bleak and boring, does the number of dialog lines or scenery objects really matter? Not in my view.
 
Xenophile said:
I still think that to say even if the engine were exactly the same a full conversion "mod" of this scale is of a scale that I think few of us on this board can actually appreciate.

I'm sure I can't, but a massive work input doesn't necessarily translate into the substance we desire in an RPG. The scale is not what separates a high-profile RPG project from a high-profile FPS project. For instance, you could have hundreds of spells/weapons/moves/locations in a game, and this could be called content, but it's not the same as a rich playing experience (depending on what you expect etc.). Also see: amount and quality of dialogue.
 
Per said:
I'm sure I can't, but a massive work input doesn't necessarily translate into the substance we desire in an RPG. The scale is not what separates a high-profile RPG project from a high-profile FPS project. For instance, you could have hundreds of spells/weapons/moves/locations in a game, and this could be called content, but it's not the same as a rich playing experience (depending on what you expect etc.). Also see: amount and quality of dialogue.

Wow.. this deviated from the point quickly...

My point was with a project this big I think there was a lot of content and system flux, so one of the reasons they have held tight reigns on info release was to not promote features that might be cut, because they have perceived (incorrectly in my opinion) that this has a bigger potential for backfiring than not releasing any info at all.

This was not in anyway a comment on the desirability or quality of the content. I am looking forward to it and you aren't, fine.
 
Xenophile said:
Wow.. this deviated from the point quickly...

It's a fair cop. I did take that out of context.

Xenophile said:
I am looking forward to it and you aren't, fine.

This isn't something you can know. However, I very much doubt I'll be able to play it regardless.
 
Per said:
This isn't something you can know. However, I very much doubt I'll be able to play it regardless.

:) I might not post that much but I have been reading this site for many years and reading the boards almost daily since the announced acquisition of the Fallout IP.. I think I have a pretty good idea how positive you are on the games perceived merits.
 
Pope Viper said:
There are merits?

I think schadenfreude qualifies as a merit, and the "Banned in Australia" thread proves F3 is made out of pure gold in this regard. Did you see the people who were unironically cheering censorship? What does this to a person? Whatever it is, I hope it keeps doing it, haha! WINKING SMILEY

But seriously, I think Fallout 3 will be a pretty good game. That's worth something, right?
 
English being my more-than-second language, I feel fine confessing my inadequacies in this regard. Thanks for "schadenfreude". It's one great word I didn't know, albeit not very useful one in a casual conversation, one assumes. :wink:
 
Per said:
Xenophile said:
I still think that to say even if the engine were exactly the same a full conversion "mod" of this scale is of a scale that I think few of us on this board can actually appreciate.

I'm sure I can't, but a massive work input doesn't necessarily translate into the substance we desire in an RPG. The scale is not what separates a high-profile RPG project from a high-profile FPS project. For instance, you could have hundreds of spells/weapons/moves/locations in a game, and this could be called content, but it's not the same as a rich playing experience (depending on what you expect etc.). Also see: amount and quality of dialogue.

I've got a fair bit of experience with TESCS and I'm pretty sure any editor released for FO3 would be a port of that, seeing as how they're reusing the Oblivion/NetImmerse engine.
 
Bodybag said:
But seriously, I think Fallout 3 will be a pretty good game. That's worth something, right?

A strike for trolling, maybe. Also this. Stay strong, comrade.

Ranne said:
English being my more-than-second language, I feel fine confessing my inadequacies in this regard. Thanks for "schadenfreude". It's one great word I didn't know, albeit not very useful one in a casual conversation, one assumes.

It's a German word actually, so don't fret too much about your English, which is better than a lot of posters here.
 
terebikun said:
Bodybag said:
But seriously, I think Fallout 3 will be a pretty good game. That's worth something, right?

A strike for trolling, maybe. Also this. Stay strong, comrade.

That's strange, since even in the NMA preview of the Fallout 3 demo that sentence shows up.

It's a German word actually, so don't fret too much about your English, which is better than a lot of posters here.

Ok that's just childish.
 
Thank god for modders.
We might actually get a decent Fallout 3 out of the community, even if it's no thanks to Bethesda, other than providing a crappy modded version of Oblivion to base it on. :roll:
 
Ok, he's my take on how the Bethesda E3 demo *might* work given the facts that

a) I've had the highly dubious pleasure of making these builds for four titles (Simon the Sorcerer 3, Call of Cthulhu DCoTE, Brian Lara Cricket, Operation Flashpoint 2)

b) I've had to stand there at trade shows and 'demo/drive' the stupid demo for journlists.


Roughly speaking there are two kinds of demo, ones driven (played) by the developers, and one that the reporters can get thier hands on themselves. Generally developers (or in Bethesdas case developer/publishers) perfer the first kind. Unlike a final demo, E3 Demos are built off the main branch development code, and and as such usually contain a number of known bugs, and general instabilities, and in other words are a work in progress...

So an E3 demo is nothing like a release demo you get on a mag. Why? well first the E3 demo usually an incomplete buggy engine with a bunch of hacks in just to get it working, with polished graphics. Developers HATE making them, as it takes time away from actually writing them game, but from a PR point of view they are a necessary evil.

As to will Bethesda allow the public to play the game at E3, I can't possibly say, I parted ways with Bethesda many years ago, but generally like many developers they don't allow the public to play their demo at E3 if they don't have to.


I hope that sheds some sort of light on the debate from a developers point of view...

:)
 
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