Fallout 3 Hands-On #13

Jesuit said:
They also said there would be news like radio broadcasts regarding your "exploits". One preview mentioned that you occasionally pick up enclave radio chatter that sounds important to the plot. Also I think the enclave president is supposed to broadcast "fireside chats" that may provide background info.

Stuff like that methinks.

Yep, all of that.
 
Tech & Gadgets comparing to Resident Evil and Gears of War... Nice.

And wtf was the middle one talking about "Bethsoft asking us not to reveal who you are going after when leaving the vault" since it's been know for ages that it's your father?
 
GarfunkeL said:
And wtf was the middle one talking about "Bethsoft asking us not to reveal who you are going after when leaving the vault" since it's been know for ages that it's your father?

Aha, but don't you see?! He isn't actually your father, but a clone engineered by the Enclave to act like your father and lure you out off the Vault 'coz you are TEH CHOSEN WUN!

PLOT TWITS!
 
Aha, but don't you see?! He isn't actually your father, but a clone engineered by the Enclave to act like your father and lure you out off the Vault 'coz you are TEH CHOSEN WUN!

PLOT TWITS!
And if anyone from Bethesda asks, you came up with it yourself and didn't get it from me, right?
 
grapedog said:
there were mods to disable the quest compass in Oblivion about 2 days after the game came out, I wouldn't worry about that.

You know, i'm getting so tired of this reasoning. It is not the job of the modders to make a game. The modding community should be there to expand upon the game. But that's probably just me.
 
JR Jansen said:
grapedog said:
there were mods to disable the quest compass in Oblivion about 2 days after the game came out, I wouldn't worry about that.

You know, i'm getting so tired of this reasoning. It is not the job of the modders to make a game. The modding community should be there to expand upon the game. But that's probably just me.

Not just you. I also love the assumption that all the flaws can be modded away. Especially since we know from Oblivion that there are some things that even modder couldn't do (and somethings that were too time consuming to even bother trying to mod).
 
Matt K said:
JR Jansen said:
grapedog said:
there were mods to disable the quest compass in Oblivion about 2 days after the game came out, I wouldn't worry about that.

You know, i'm getting so tired of this reasoning. It is not the job of the modders to make a game. The modding community should be there to expand upon the game. But that's probably just me.

Not just you. I also love the assumption that all the flaws can be modded away. Especially since we know from Oblivion that there are some things that even modder couldn't do (and somethings that were too time consuming to even bother trying to mod).

Except your definition of a 'flaw' doesn't line up with everyone else's. Studios release games for a mass market and modders chop them up for niche groups. This is not a new concept.
 
Jesuit said:
Except your definition of a 'flaw' doesn't line up with everyone else's. Studios release games for a mass market and modders chop them up for niche groups. This is not a new concept.

And what definition is that?

Oblivion had flaws not the least of which were inability to fight while mounted, quests with only 1 solution, level scaling, loot scaling, psychic guards, a odd theft system, an animation bug that if you played the game for too long things would stop animating (typically doors).

For some modders were able to implement fixes quickly for most it took months to fix and others (such as quests, and the animation bug) were never fixed. The horse fighting took over a year to fix and that was more of a hack that a proper fix.

I'm pretty sure a majority of people found these things to be flaws so perhaps you are the one with the faulty definition.
 
Jesuit said:
You're talking about bugs, not features or lack thereof.

At this point I have no clue what your point is. I'm talking about bugs and poor design/game play. Some of which is fixable by mods but a decent amount of things are either too difficult to fix even though modders technically could or cannot be fixed by mods. Thus the idea that mods can fix any flaws (again flaws being bugs or poor game design) is itself flawed.
 
Matt K said:
Thus the idea that mods can fix any flaws (again flaws being bugs or poor game design) is itself flawed.

That could very well be the reason I've never seen anyone make that point.

However, the idea that modders might be able to remove the compass, and thus make the game more suitable for those that don't like the compass, is both reasonable and based on experience.
 
Players should be given a choice whether they want a compass or not. Bioshock did it. Why can't Fallout 3? Why should it be up to the modders to do the stuff that developers are supposed to be doing?
 
Just to go back to removing the quest compass for a second...

This worries me somewhat, for the main reason that quests will be written with the stupid compass in mind. In Morrowind they didn't have to worry about it, so if you were told to go somewhere and meet a guy, you were generally told the rough direction, and a general description on where to find him. You didn't need a compass.

In Oblivion, most of the quests were like, "Kill this guy." The text didn't indicate where that person was, and you absolutely HAD to follow the compass or else wander the vast expanse of Cyrodil in hopes of bumping into that person.

I worry that in FO3 the quests will need the use of the compass to complete, so turning off the hud will mean it's next to impossible to finish the quests based on the text alone.

Ugh...
 
Brother None said:
Aha, but don't you see?! He isn't actually your father, but a clone engineered by the Enclave to act like your father and lure you out off the Vault 'coz you are TEH CHOSEN WUN!

PLOT TWITS!

Hmm, any chance he is your crossdressing MOTHER ?

Then perhaps we could have some plot TITS?

... ok, going to bed now - obviously too late for me to post when that is all I can come up with ...
 
fedaykin said:
Players should be given a choice whether they want a compass or not. Bioshock did it. Why can't Fallout 3? Why should it be up to the modders to do the stuff that developers are supposed to be doing?

Because the developers aren't going to do it. That's why. Developers don't do a lot of thing a lot of people want them to do.

rcorporon said:
I worry that in FO3 the quests will need the use of the compass to complete, so turning off the hud will mean it's next to impossible to finish the quests based on the text alone.

I worry about this too.
 
Jesuit said:
[Because the developers aren't going to do it. That's why. Developers don't do a lot of thing a lot of people want them to do.
You seem to think that it's not OK to complain about that.
 
fedaykin said:
Jesuit said:
[Because the developers aren't going to do it. That's why. Developers don't do a lot of thing a lot of people want them to do.
You seem to think that it's not OK to complain about that.

On these forums? I don't see any complaining.

I don't like seeing a guy get ragged on because he thinks modding will fix his compass issue when it's a very reasonable hope to have.... especially since that kind of stuff happens all of the time with just about every moddable game.
 
Jesuit said:
I don't like seeing a guy get ragged on because he thinks modding will fix his compass issue when it's a very reasonable hope to have....
It's indeed a reasonable hope to have. But that's not why he got "ragged on". What JR Jansen and Matt K are tired of is the attitude some people have that it's OK for a developer to leave flaws in the game and basic features, such as the ability to turn off a compass, unimplemented, simply because modders could fix them after release. Another example, since I've been playing Doom 3 lately: the ability to minimize the game, for which you have to download a fucking additional fanmade thingamajig.

You can state as much as you want that developer's aren't going to do it, but that doesn't make it right.

Jesuit said:
especially since that kind of stuff happens all of the time with just about every moddable game.
Yes, it's sad. It's also sad that it's still unknown whether Beth will make an SDK available.
 
fedaykin said:
What JR Jansen and Matt K are tired of is the attitude some people have that it's OK for a developer to leave flaws in the game and basic features, such as the ability to turn off a compass, unimplemented, simply because modders could fix them after release.

The developers aren't being lazy, they just don't agree with your concept of good game design. For people who don't appreciate the mainstream approach to games, mods are the answer. It's just the way it is.
 
fedaykin said:
It's also sad that it's still unknown whether Beth will make an SDK available.
Which won't really matter if they've tailored the game to the compass the way they did in Oblivion. Bethesda obviously has no interest in making games for people who don't need their hand held throughout it and they make little to no provisions for those that might want to mod it in such a way.
 
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