Fallout 3 is dead, face it

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Azael said:
Vito Khan said:
hmm vito's also hitting iskeme or what his name was with a crowbar......... but how'bout makin a first-person game in the fallout enviroment like for example a raider-game........none has EVER (that i can think of) made a game were the main purppose is to just be MEAN........why is that. The best thing in fallout, hm lets mak it the coolest thing in fallout was the khans its just so %?/& logic that some people find it smart to raid other people..........*PUH* that was good ....got some thoughts out o'me

and hey whats the deal with set and his shadow.....never figured that out........

I think that you are the one we should be hitting with a crowbar.

WHY? if i may ask :evil:.............im not meaning it would be a great fallout-seqel or sumpin' but it would be a great game the title coul've been the khans not fallout just so its clear that i dont think there will EVER be made a game as great as fallout
 
Bobbin said:
Well, Fallout 1+2 might not have been instant successes. But I see only few games that had so much reprints. These days there is another bundle coming out here in Europe on Amazon UK. While other games really age with the time (look at Anachronox, great game but sooo ugly now), Fallout just keeps it gritty look. 2D is more about art and not techs and so it isn't that exposed to aging. ->I really believe there are still people discovering this game.<- People looking for post-apocalypse games - and finally finding the best there is. Fallout 3 is not the fast money bringer, that's one of the reasons Interplay cancelled it. But in the long run the money comes in - and that is much longer than the short-lived console games do (which I also love, but no one buys PSX games anymore).
there ARE people still discovering the game
 
Bobbin said:
Vito Khan said:
FO3 isnt dead untill interplay is!!!

That was actually wrong. FO3 is dead as long as Interplay isn't (which will be soon actually) :)

okay, youre right let me put it this way FALLOUT3 ISNT DEAD UNTILL THE NUKES ARE LAUNCHED IN THE REAL WORLD (and then its not really dead either cos then the world will BE fallout..........) heh! not that i think humanity will excist , but thats a differant topic.
 
Okay, this is just a small example of how completely stupid Herve Caen is. When Feargus quit, Killian of Duck and Cover emailed Herve directly and said something like:

Herve, Chris Avellone said that Feargus Urquhart quit because you're a cheese sucking surrender monkey asshat. What do you have to say about THAT?



Well, it's not that bad that Herve Caen was stupid enough to believe that MCA was talking smack about him because some guy mailed him out of the blue and told him so.. BUT ALL THE BIG WIGS AT IPLY BELIEVED IT! That's right, per MCA's own words, people who had no idea who he was or even that he worked for them were all very, very pissed off at him the following day.

You just made me spit water out of my nose :lol: I didn't realise that people could be so stupid and actually rise to the top of any organisation.
 
Crazy_Vasey said:
Okay, this is just a small example of how completely stupid Herve Caen is. When Feargus quit, Killian of Duck and Cover emailed Herve directly and said something like:

Herve, Chris Avellone said that Feargus Urquhart quit because you're a cheese sucking surrender monkey asshat. What do you have to say about THAT?



Well, it's not that bad that Herve Caen was stupid enough to believe that MCA was talking smack about him because some guy mailed him out of the blue and told him so.. BUT ALL THE BIG WIGS AT IPLY BELIEVED IT! That's right, per MCA's own words, people who had no idea who he was or even that he worked for them were all very, very pissed off at him the following day.



This is a joke, right? That didn't really happen?
 
I'm sorry to say, but at this point I would just be glad to see the Fallout 3 box in my house lol. The old me would have cared by whom it was made by, right now I would just hope they could get the box and guide right.
 
Wel.. the only thing I know for sure is that If God would ask me "What do you want, my son.. Fallout 3 after 5 years of development or Half-life 3 right now.." - I'd say F3... :)
 
Defonten said:
Wel.. the only thing I know for sure is that If God would ask me "What do you want, my son.. Fallout 3 after 5 years of development or Half-life 3 right now.." - I'd say F3... :)

And what about world peace and all that 'stuff'... :)
 
You know, If everyone at NMA (And all the other Fallout sites) pooled thier time and programming skill, WE could make Fallout 3 if Iplay ever goes kaput.
 
You know, If everyone at NMA (And all the other Fallout sites) pooled thier time and programming skill, WE could make Fallout 3 if Iplay ever goes kaput.
Sorry to bust your bubble there, buddy, but: No.fucking.way.
Why not?
Design problems. Loads and loads and loads and loads of design problems.
Okay, assuming that we get a decent graphical engine somewhere(decent enough, that is), and a good implementation of the SPECIAL system, then we've still got the following problems:
A) Are there any skills to add or subtract from the SPECIAL system?
B) Should we alter the balance of the SPECIAL system?
C) Where and when do we put it?(ie. location and time)
D) How much from the previous games will we incroporate or show?
E) Easter eggs and references.
F) Story line.
G) City layouts.
H) How would we do talking heads? :P

Okay, assuming that we all get this done and settled, then we still have the following (major) problems:
A) People WILL be dropping out or looking to join. THis is REALLY bad for any kind of consistency.
B) How much tech do we put in there?
C) Tribal, will we go there or not?
D) WHat will be the issues we focus on? Will we draw a LOT on racial tensions(More FO2), or more on general misery(FO1)
E) How much sex and drugs will be in there?
F) Conflicts, lots of them. Some people will want one thing, others will want other things.
G) Time. We will never be able to devote as much time and thought to it as a real gamedeveloper.

Theoretically, it is possible, yes. Practically: No.
I'd love to give it a try once, but frankly, I'm not convinced that you could get enough people, and get the really hard and necessary decisions through, especially the ones concerning the final design of the game.
 
Crazy_Vasey said:
Well, Saint_Proverbius says it did, and I have no reason to doubt him.

Yes, it did, which was the topic of TEH FUNNAY on IRC for some time. Herve really is an idiot.
 
@Sander

A lot of the problems you mentioned aren't really problems- they're just basic game design decisions - which I have no experience in, so correct me if I'm wrong. A lot of them have already been argued to death and tentively agreed upon as well. When in doubt, refer to the original Fallout. Like the SPECIAL system- everyone has ideas for improvements, but if we cant agree, just use it as it was in the original games- maybe + a few perks. Same w/ tech level- keep it around the original Fallout, even if it's set after Fallout 2. Setting- keep it in the Southwest- theres still Nevada, and Arizona. I doubt you'd get much dissent for that.

I think much on your list depends solely on whether it makes sense within the story, which should be established first. It's not that hard to write a good basic story thats not too restrictive in a linear sense, and set guidelines, and have people in charge of certain areas, sideplots, and dialogue. Let me throw out a random one off the top of my head. You start out in Junktown sometime after Fallout 2. The action starts with you finding/inheriting/ trading for a Pipboy that you somehow get to work- the intro movie could be a black and white feature that when the camera zooms away is really a video replay off the Pipboy. The movie shows a "top secret" presentation of some government installation somewhere in Nevada. You then spend the most of the game trying to get there for whatever reason (power, technology, money, adventure, help your family) while the local factions (NCR, Mutant Army, Organized crime, the declining BoS, religious groups, raiders) get a wind of it and try to take your Pipboy info in order to get there first. Somewhere in the game you pass through the ruins of Vegas (which judging from the mention of Hoover Dam for the BIS F3, would have in there anyway), where you find clues that lead you to the installation (Area 51?), where you discover undeployed computer controlled nuclear bombers. The game ends when you choose what to do with them (destroy the nukes or kill/help certain factions based on your experience w/ them during the game). There could be a society vs individual theme going on which ends with the individual becoming powerful enough to do what ever he damn well wants- but in the individual areas before that point (designed by separate teams), the authorities always have the PC outgunned, and trying suppress/ manipulate/ entice him/her in some way. Other details the "designers" in charge of certain locations could handle on their own, but someone else could have veto power if it got too off-track.

Sorry for that tangent, but I mean, I've played NWN mods that were written, designed, and coded by a single person that beat the pants off what the original developers did (not saying much, but you get the idea), so it's not like it takes a professional team to make a coherent story that works.

That said, you're right in mentioning biggest problems would be organization and technical aspects. It'd never work without some sort of strong leadership and structure- it might help that a couple people already have a certain level of respect in the community. It would be some sort of official NMA mod, not a true sequel. I don't think theres any chance for it to be a commercial venture, so it makes things easier- no payroll, budget, legal issues, and maybe you could use an existing game engine/editor - like Silent Storm for example. With the time people spend on their own mods and browsing forums, many would gladly devote their time to such a project. People are already making "sequels" w/ the Fallout 2 engine- though it wouldnt be as big a deal. Talking heads and good voice acting would be tough- maybe you could jack and edit the ones from the original games (or dress up and make it pure video, haha)- but if you can't do them right, you're better off not having them in there at all.

Again, I'll say that I don't know much about game design, but it just seems plausible to me for a community this dedicated to pull it off. As for the last point, there's as much time as there is interest.

EDIT: I just was reading the old threads, and the whole "lets make F3" thing was brought up months ago- with a discussion progressing in a identical fashion. So I'm assuming the whole thing is very unlikely until some talented programmer here puts his foot down and says he's going to try to make it no matter what...
 
Well, I have to agree with revolver. These "problems" are more like decisions. I suppose they are problems in that we maybe couldn't *agree* on them, but that’s all.

I do have to admit that getting enough people with enough talent to work together would be a very large feat, and it seems to me that the more talent a person has, the more they will want things their way.

As soon as I am done Fallout Tycoon Rebirth, I'm going to experiment with C++ and see for myself how hard this really is. Judging from the amount of time that projects like Ian out are taking, its pretty fucking hard.
 
A lot of the problems you mentioned aren't really problems- they're just basic game design decisions
Yes, they are basic game design decisions. But no, there is not much agreement on them. ALmost every little thingie canbe argued about.
For instance the silliness of having both Damage Resistance and Damage Threshold.
To get the game design decisions done, you need a leader. Now who's gonna be that leader?

maybe + a few perks
There you go, you just created a problem.

Same w/ tech level- keep it around the original Fallout, even if it's set after Fallout 2.
Tech level indeed won't be much of a problem, but the exact implementation of it will.

Setting- keep it in the Southwest- theres still Nevada, and Arizona. I doubt you'd get much dissent for that.
Personally, I doubt there'd be much to do in Nevada. It's just a big desolate place, this means very little(extremely little) interaction with people. This is bad.

I think much on your list depends solely on whether it makes sense within the story, which should be established first. It's not that hard to write a good basic story thats not too restrictive in a linear sense
Oh, yeah, that's right it's not that hard to write a good storyline. No really, it's easy.
So, why don't you do it?

and set guidelines, and have people in charge of certain areas, sideplots, and dialogue.
Again, you'll need a leader. Now who will be accepted as a leader by the majority of people, and be willing to be a leader?

You then spend the most of the game trying to get there for whatever reason (power, technology, money, adventure, help your family) while the local factions (NCR, Mutant Army, Organized crime, the declining BoS, religious groups, raiders) get a wind of it and try to take your Pipboy info in order to get there first.
I hate it. First off, you have everyone as your enemy. Your.enemy. That is BAD! YOu didn't have everyone after you in FO1, you just stumbled along. You only had the Enclave after you at some poiunt in FO2. Having everyone after you(including a declining BOS, although I doubt that the BoS would still be declining, what with the Enclave gone and all).
Then you're trying to get there. No, wait, why would I want to go there in the first place? It's not like I'll be saving my people or something. Maybe I don't WANT to go there and just give my pipboy to the nearest stranger-then what? That's all for the game, there's no more big goal thingie.
UNlike FO1 and 2 where you got to save people and that was your goal(yes, you could abandon it, but you would be dooming loads of people), you don't have anything to worry about if you abandon this goal.

Sorry for that tangent, but I mean, I've played NWN mods that were written, designed, and coded by a single person that beat the pants off what the original developers did (not saying much, but you get the idea), so it's not like it takes a professional team to make a coherent story that works.
Nope, it doesn't. It does take a professional team to design a good story like Fallout 1 had.
Besides, NWN SP sucked big donkey balls.

Somewhere in the game you pass through the ruins of Vegas (which judging from the mention of Hoover Dam for the BIS F3, would have in there anyway), where you find clues that lead you to the installation (Area 51?), where you discover undeployed computer controlled nuclear bombers. The game ends when you choose what to do with them (destroy the nukes or kill/help certain factions based on your experience w/ them during the game).
Eh....what? Hello? Are you going to destory the world again? Lesson from the past: Do not use nuclear bombs. Noone will WANT to use them.

There could be a society vs individual theme going on which ends with the individual becoming powerful enough to do what ever he damn well wants- but in the individual areas before that point (designed by separate teams), the authorities always have the PC outgunned, and trying suppress/ manipulate/ entice him/her in some way. Other details the "designers" in charge of certain locations could handle on their own, but someone else could have veto power if it got too off-track.
Hells no. No veto power, democratic decision before an area would be allowed. But that's something different.
Again, the theme of this story is annoying-everyone's chasing you. Thsi forces you to take action against them. I don't bloody want that, I want to be able to ignore them, like you could do in FO1. And 2 up to a point.

Again, I'll say that I don't know much about game design, but it just seems plausible to me for a community this dedicated to pull it off. As for the last point, there's as much time as there is interest.
Wrong. Everyone has lives, lives get in the way. People do school, work and whatnot and will never be able to devote as much time as a good team to it.
I just was reading the old threads, and the whole "lets make F3" thing was brought up months ago- with a discussion progressing in a identical fashion. So I'm assuming the whole thing is very unlikely until some talented programmer here puts his foot down and says he's going to try to make it no matter what...
A programmer can't do jack on his own. What we'd need would be a good game engine, with a good scripting engine and a good engine to design the areas in. All of those things are lacking a bit with the current tools you have from FO. You can get pretty far, but it's not good enough for a full-scaled project, IMHO.

As soon as I am done Fallout Tycoon Rebirth, I'm going to experiment with C++ and see for myself how hard this really is. Judging from the amount of time that projects like Ian out are taking, its pretty fucking hard.
Yes, it is. First you need a graphical engine, that's not that big a deal, since methinks everyone agrees 2d is good enough.
Then you need good pathfinding, always annoying...
Then, you'll need a scripting engine. Now THAT is hard.
 
Ok, do you think it's possible to create a community Fallout sequel that most people would like, with either the F2 editor or Ianout? I'll throw that in to get technical issues out of the way. If not, then I agree on just how hard it will be.
Now who will be accepted as a leader by the majority of people, and be willing to be a leader?
That was something I mentioned in my edit. It will never happen until someone really takes initiative. But its possible. For example, I've think I seen Rosh talk about his game design experience. Now I don't pretend to know too much about him, but if one day he went and announced that he was putting together a team using the Ianout engine to make a Fallout game, I'm sure a lot of people would be interested.
Wrong. Everyone has lives, lives get in the way. People do school, work and whatnot and will never be able to devote as much time as a good team to it.
That one I disagree with you. I'll use Adam Miller from the NWN community as an example. He has a job (and so turned down one from Bioware). He has a wife. He has a baby. And yet he managed to crank out NINE of the highest rated mods on NWVault (though somewhat linear), and is working on another one. As most of the Fallout community is generally considered more hardcore than NWN, I find it hard to believe we can't find people with this kind of dedication. A lot of us probably spend a gigantic portion of our lives on this forum instead of doing something more productive. Of course they dont have as much time a professional team, but I don't think they have to.

Alright, now I'm going to go into my sample story. I'm not saying that this is how it must be, but I don't agree with some of your points, and I'll defend it - maybe we can come to a consensus. I did purposely leave it bare so other people can fill in the details. First off- motivation. I started it w/ the pipboy thing because I read that a lot of people didn't want to be forced to do something. So say you start out with a shitty job like shoveling brahmin crap- because your family was always poor. One day you're digging and you excavate the corpse of someone wearing the pipboy. Now you have some clues to the whereabouts to a potential technological goldmine that no one else seems to know about. Do you just give it away and return to your former life? I doubt it. As you mentioned In Fallout, you could say screw the Vault sure, but the game would end- you were restricted if you wanted be a truly evil or selfish character. Now you can choose your own motivation- you want that power for yourself or you just don't want to shovel crap for a living anymore, or later, you want to help NCR civilize the world, or one of the gangs conquer it.
I hate it. First off, you have everyone as your enemy.
Ok I should have worded it better because that is honestly not what I meant. No, not everyone's trying to kill you and take the Pipboy off your cold dead arm. You can still travel through areas as an unknown in the beginning. But if you walk around and are trying to find some way to go to Nevada and have a pipboy stuck to your arm, its going to raise some questions. There could spies, rumors et cetera. If you go to NCR looking for a guide, the government would seem all helpful, but if they find out what you're after, they're going to make damn sure you're on their side.

But I'll take your suggestion into account- instead of everyone trying to get a piece, lets have a single clear cut enemy thats antagonizing you- maybe make it the desperate BOS as a twist. After all, maybe they know about the base as well, cant get there w/o the pipboy, and under corrupt leadership, want to keep technology to themselves (plus its a great opportunity to distance it from FOBOS). Maybe they try to kill you in the beginning b/c they dont want anyone to know about it(for extra motivation). And then you can join/ help/ hurt the other factions as you go along.
Personally, I doubt there'd be much to do in Nevada. It's just a big desolate place
Think about how few places there were in Fallout 1. The second biggest city was supposed to be Bakersfield for christsake. If you started out in Junktown and went east, you could still go to The Hub, NCR, Necropolis, Boulder City, Henderson, Las Vegas, and Area 51 (which fits with 50s culture) as well as many other areas where villages have cropped up. Heck, wasnt Wasteland set in Nevada?
Eh....what? Hello? Are you going to destory the world again? Lesson from the past: Do not use nuclear bombs. Noone will WANT to use them.
There are a lot of reasons for wanting to use one. Maybe, you're sick of the BOS (or whatever enemy) and want to nuke only them to get them off your back. Maybe you're a powerhungry guy, who wants to hold the world hostage- and you nuke a small town as an example. Maybe you're insane and nuke everything to start things over. Or maybe, like you said, destroy the nukes on principle alone. The choice would be the player's depending how they want to play it, and would also bring you full circle to the decision people in the past made so many years ago. No super cybernetic artificial consciousness technology, no space orbital platform, no missiles, no hi-tech robots pursuers in the beginning, no talking deathclaws - but plenty of mutant creatures wandering the Nevada desert- those are things I think we can agree on for sure.

Ok, if these things don't convince you to accept this story, you could keep suggesting things, and we can go back and forth, until theres something we can be happy with. Or you could come up with a better one that I like as well. But I don't think we would be so deadlocked as to never come to a conclusion. I don't believe that for all the criticism that everyone here and other sites have for official attempts at the Fallout universe, no one has positive suggestions that we can agree on. If I'm naive for being optimistic, explain why.
 
Ok, do you think it's possible to create a community Fallout sequel that most people would like, with either the F2 editor or Ianout? I'll throw that in to get technical issues out of the way. If not, then I agree on just how hard it will be.
Noone will be able to do it with everyone liking it. Theoretically, it's possible. But you'd have to have one hell of a team.

Let me make something clear: I will participate in and help any attempt at making FO3 if offered the chance. I will want to try it, I'm merely saying that you should hold no illusions over the plausability of this happening.

That one I disagree with you. I'll use Adam Miller from the NWN community as an example. He has a job (and so turned down one from Bioware). He has a wife. He has a baby. And yet he managed to crank out NINE of the highest rated mods on NWVault (though somewhat linear), and is working on another one.
But the guy hasn't been able to devote the amount of time to it that professional dev teams have been able to devote to it. Why? Because it's the dev team's JOB, while it's his hobby.

As most of the Fallout community is generally considered more hardcore than NWN, I find it hard to believe we can't find people with this kind of dedication. A lot of us probably spend a gigantic portion of our lives on this forum instead of doing something more productive. Of course they dont have as much time a professional team, but I don't think they have to.
Yes, you could find people to do it. Finding a good core team that remains consistent is a bit harder.
Again, I'm not saying it's impossible, just that it's incredibly hard.

Alright, now I'm going to go into my sample story. I'm not saying that this is how it must be, but I don't agree with some of your points, and I'll defend it - maybe we can come to a consensus. I did purposely leave it bare so other people can fill in the details. First off- motivation. I started it w/ the pipboy thing because I read that a lot of people didn't want to be forced to do something. So say you start out with a shitty job like shoveling brahmin crap- because your family was always poor. One day you're digging and you excavate the corpse of someone wearing the pipboy. Now you have some clues to the whereabouts to a potential technological goldmine that no one else seems to know about. Do you just give it away and return to your former life? I doubt it. As you mentioned In Fallout, you could say screw the Vault sure, but the game would end- you were restricted if you wanted be a truly evil or selfish character. Now you can choose your own motivation- you want that power for yourself or you just don't want to shovel crap for a living anymore, or later, you want to help NCR civilize the world, or one of the gangs conquer it.
The problem is, in FO1 I could go around and do all the quests, do a load of shit, act like a stupid asshole if I wanted to, and never get involved with major groups. I could ignore the brotherhood, the vault, the ghouls and any other group if I wanted to. Hell, the first time I completed it, I never even got the water chip(No really, because of a mistake in how the finishing of the game is checked, you can kill all the mutants and if you do that before 150 days are left(so by getting the water merchant thingie), you don't need to get a water chip. Okay, so it was a bug, but you catch my drift..).
What I would like better would be a completely blank past, you arrive somewhere(no memory loss, though, that'd be silly) and somehow find a PipBoy. Perhaps you find a Vault Dweller's corpse(from some random vault). Who knows.
What would be more interesting was if the first thing you had to was to find out how the fudge that thing worked, before you could do things(access date, movies, read tapes etc.).
I want a blank past, because a blank past means freedom. Or at least a past that's as blank as possible(Note, for instance, that nothing at all is said about parents or family in FO1. That gives you a blank past, except for your starting position).
What's more, where's the whole "I'm doing this to save people" incentive. A game will need that to give people the feeling that they have an end-goal. It can make things more exciting. A game then also needs to give you the freedom to not a give a shit about it.

Ok I should have worded it better because that is honestly not what I meant. No, not everyone's trying to kill you and take the Pipboy off your cold dead arm. You can still travel through areas as an unknown in the beginning. But if you walk around and are trying to find some way to go to Nevada and have a pipboy stuck to your arm, its going to raise some questions. There could spies, rumors et cetera. If you go to NCR looking for a guide, the government would seem all helpful, but if they find out what you're after, they're going to make damn sure you're on their side.
This would be inconsistent with the previous games. Noone ever said anything about something on your arm, in fact, some people in FO1(Far Go Traders, for instance) knew what to do with data tapes, so it could be assumed that they had access to that technology as well. Simply owning the PipBoy should raise no problems. When you start speaking about whatever it is in there(New idea-Why not make it an abandoned vault, as in, the vault where the guy you took it off of came from?), then you could get into trouble, depending on who you ask. Certainly not everyone is going to care, in fact, only a few people should care.
However, groups like the Brotherhood and the NCR should be a bit more friendly and should try to get it by more peaceful means.
For instnace, the Brotherhood might want it for salvageable tech, they may want to take it if they think you're a bastard, they may want to trade. But if you do trade it with them, perhaps you could do a quest for them, get accepted and help them in finding the thing.

But I'll take your suggestion into account- instead of everyone trying to get a piece, lets have a single clear cut enemy thats antagonizing you- maybe make it the desperate BOS as a twist. After all, maybe they know about the base as well, cant get there w/o the pipboy, and under corrupt leadership, want to keep technology to themselves (plus its a great opportunity to distance it from FOBOS). Maybe they try to kill you in the beginning b/c they dont want anyone to know about it(for extra motivation). And then you can join/ help/ hurt the other factions as you go along.
Personally, I'd like to start out with a more personal incentive. Perhaps the PIPBoy contained the message "Whoever found this, this man has failed, help us!"(That you could only view if you knew how to access it...)
Then you don't know about any enemy until later in the game, either when they contact you about the PIPboy(one way or another), or when you find the vault(or whatever) and talk to the people there.

Think about how few places there were in Fallout 1. The second biggest city was supposed to be Bakersfield for christsake. If you started out in Junktown and went east, you could still go to The Hub, NCR, Necropolis, Boulder City, Henderson, Las Vegas, and Area 51 (which fits with 50s culture) as well as many other areas where villages have cropped up. Heck, wasnt Wasteland set in Nevada?
I'm ashamed to say that I haven't played Wasteland. Ah well.

But I'm not too familiar with US topography, I only know that Nevada is very desolate NOW, imagine how desolate it would be after a nuclear war. Though it could, of course, work out.

There are a lot of reasons for wanting to use one. Maybe, you're sick of the BOS (or whatever enemy) and want to nuke only them to get them off your back. Maybe you're a powerhungry guy, who wants to hold the world hostage- and you nuke a small town as an example. Maybe you're insane and nuke everything to start things over. Or maybe, like you said, destroy the nukes on principle alone. The choice would be the player's depending how they want to play it, and would also bring you full circle to the decision people in the past made so many years ag
This is the part I most dislike. Why the nuke thing? Nuking means more radioactivity, with the whole thing about rads and whatnot, noone will want to just go nuke places. Holding the world hostage won't work, because, well, who the hell will know about it? And say that you do it, what are you going to ask for? Power Armor?
Whatever the point, nukes won't do anyone much good in a Post-Nuclear world. If you just drop this(and change the things into what I said ;)) I would like it a lot better. But give some feedback.
No super cybernetic artificial consciousness technology, no space orbital platform, no missiles, no hi-tech robots pursuers in the beginning, no talking deathclaws - but plenty of mutant creatures wandering the Nevada desert- those are things I think we can agree on for sure.
Certainly, I agree on these things. Also, no old government left overs with superiority complexes thinking they're the USA, and limit the pop culture references a lot.
Ok, if these things don't convince you to accept this story, you could keep suggesting things, and we can go back and forth, until theres something we can be happy with. Or you could come up with a better one that I like as well. But I don't think we would be so deadlocked as to never come to a conclusion. I don't believe that for all the criticism that everyone here and other sites have for official attempts at the Fallout universe, no one has positive suggestions that we can agree on. If I'm naive for being optimistic, explain why.
YOu're being naive if you think that there will ever be an idea that everyone will like. But there are certainly ideas that the majority can like.

Hmm, I think we're derailing this thread into "good FO3 story" thread. Ehe.
 
But the guy hasn't been able to devote the amount of time to it that professional dev teams have been able to devote to it. Why? Because it's the dev team's JOB, while it's his hobby.
True, but I would say there are certain advantages to not being professionals too. You don't have to sell out to please a publisher, you don't have to release an unfinished game b/c you're trying to get it out before Christmas, theres no budget constraints, and minor errors or outdated graphics are more forgivable. That said, in order for the project to stand out, it'd have to have some semblence of professionalism, which I think is possible with the right people in charge. (which is the hard part)
Hmm, I think we're derailing this thread into "good FO3 story" thread. Ehe.
I don't mind this b/c really nothing's going to happen until someone shows initiative and organizes this thing. On the bright side your other thread shows that many people are eager to contribute. Plus it's just more fun to talk about potential storylines...
Noone ever said anything about something on your arm, in fact, some people in FO1(Far Go Traders, for instance) knew what to do with data tapes, so it could be assumed that they had access to that technology as well. Simply owning the PipBoy should raise no problems.
You're definitely right about that one- I forgot a lot of people could play datatapes, and that other people could reasonably have Pipboys, as no mentioned it.
I'm ashamed to say that I haven't played Wasteland. Ah well.
You can download it for free, legally because I think it's abandonware. But you might need some sort of program to get it to run correctly. I could never get into it though- maybe b/c I have to play it on a tiny window (i need a better program). Anyway, I grew up in SoCal, and often drove to Vegas. It is pretty barren, but so was the area F1 was in. There would be enough ruined cities to for the player to explore in any case.
What's more, where's the whole "I'm doing this to save people" incentive. A game will need that to give people the feeling that they have an end-goal.
I think our main point of disagreement has to do with whether we assume that the main character is motivated by some sort of moral principles. Using Fallout 2 as an example, the whole 'save the people' thing works if the character, as most people would do, cares about the village he grew up in. But theres also the possibility too that once he steps out of the village, starts making some money, becomes a made man et cetera, he stops caring. Would he, at that point go through all that trouble to sneak onto the oil rig? Remember, he didn't know that the Enclave was out to exterminate everyone. On the other hand, I agree that the guy could use a little more urgency for his main quest.
Personally, I'd like to start out with a more personal incentive. Perhaps the PIPBoy contained the message "Whoever found this, this man has failed, help us!"(That you could only view if you knew how to access it...)
Similarly, your example would assume that the character would go out of his way to help people he didn't know. As this game needs a beginning and an end (but not the same end results), it also needs different incentives for different types of characters to do the "main quest." Ok, taking my story example, the selfish, powerhungry, adventurous, enterprising characters have enough reason to find the government installation. As you point out, I'm a little weak on the reasons why an altruistic character would go out of his way to find it. It's hard to give the character a blank slate, but have him care about something enough to risk his life for it.

Someone mentioned on another forum (SSE) that the two things you should need to know when starting out are: 1) why should I care? 2) why don't I know anything? The first point I'll get to later, but the second point is important as well. You shouldn't know people in NCR, The Hub, etc., b/c that is up to the player to explore. So we'd have to assume he'd have either come from afar, or been stuck in one place for his whole life. The downside is, ironically, that both involve restricting his background. We could still give him a blank state but have him in a certain situation before he finds the vault dweller corpse. (eg shovelling brahmin crap or stuck in another shitty job) to provide background and some motivation. We wouldn't make any assumptions about how he got there, other than he's a nobody and that he doesn't know the surrounding area too well.
Whatever the point, nukes won't do anyone much good in a Post-Nuclear world.
I think again the problem goes back to the character's morality. He might not be the type to shun nukes on principle. It doesn't take living in a post-apocalyptic world to realize that 'using nukes is bad,' but you have to realize, people want to be bad too. I mean, the leaders of the US and China in the Fallout world both knew what would happen if they started a nuclear war, but they did it anyway. Why? Because they didn't want to give in to the other side. Similarly the character could have a powerful enemy- and he would face to decision to take them out w/ a press of the button, or on the other hand, realize the implications of what he was doing. (side note, if he could control the bombers, I would assume he could nuke one map location w/o taking out the whole world)

Something I think is worth exploring is that the more powerful you become, the less you have to rely on society, and it distances you from it. It's like, "I don't care anymore. I'll nuke my only real enemy, and walk off in my power armor and new technology and do whatever the hell I want." Who knows what some of us would do if society degenerated, and there were no legal consequences for anything we did.

But ok, if you don't want to go that direction, I'll try to come up with a different scenario with personal incentives. It'll still involve nukes (it is Fallout after all...) So say you find the Pipboy off the dead guy and you see the commercial for the military base. But you also see a datadisk showing some sort of malfunction in the automated bomber system, and theres a countdown to California getting nuked. So you're motivated to 1) get out of the way 2) save the 'world' 3) Become powerful by finding technology. I still think you should be able to choose what to do w/ the nukes at the end (i originally wanted it to be a surprise, so i dont think it works so well in this scenario), but if you really have a problem with the nuke idea in general, lets think of something else- maybe involving FEV?
The problem is, in FO1 I could go around and do all the quests, do a load of shit, act like a stupid asshole if I wanted to, and never get involved with major groups.
You're right- it's probably not a good idea to force the character to be involved with all the factions, aside from the main enemy (if there is one). You should be able to define your character based on what groups you support/ piss off. However, it would be still nice to see how some of their attitudes change when you become more powerful, or they find out what you're after.

Finally, it still wouldn't be Fallout if we didn't have some sort of theme based on humanity's self destructive behavior. It would have to be different from the first two's for originality sake. I've said that I'd like some sort of society vs individual thing, this time putting the choice of destructive behavior in the player's hands, but given the change in plot, I'm not sure how that would work anymore. What are some other underlying themes to explore?
 
True, but I would say there are certain advantages to not being professionals too. You don't have to sell out to please a publisher, you don't have to release an unfinished game b/c you're trying to get it out before Christmas, theres no budget constraints, and minor errors or outdated graphics are more forgivable. That said, in order for the project to stand out, it'd have to have some semblence of professionalism, which I think is possible with the right people in charge. (which is the hard part)
There are certainly advantages to amateurism, it just makes things take longer.

I think our main point of disagreement has to do with whether we assume that the main character is motivated by some sort of moral principles. Using Fallout 2 as an example, the whole 'save the people' thing works if the character, as most people would do, cares about the village he grew up in. But theres also the possibility too that once he steps out of the village, starts making some money, becomes a made man et cetera, he stops caring. Would he, at that point go through all that trouble to sneak onto the oil rig? Remember, he didn't know that the Enclave was out to exterminate everyone. On the other hand, I agree that the guy could use a little more urgency for his main quest.
The point is is that it's easy to find an incentive for evil people: money. It's hard to find an incentive for good people, so you need something like that.

Similarly, your example would assume that the character would go out of his way to help people he didn't know. As this game needs a beginning and an end (but not the same end results), it also needs different incentives for different types of characters to do the "main quest." Ok, taking my story example, the selfish, powerhungry, adventurous, enterprising characters have enough reason to find the government installation. As you point out, I'm a little weak on the reasons why an altruistic character would go out of his way to find it. It's hard to give the character a blank slate, but have him care about something enough to risk his life for it.
The altruistic character wouldn't need to go out of his way: it's the point of being altruistic. But you need to, at the very least, give incentives to good people as well.

Someone mentioned on another forum (SSE) that the two things you should need to know when starting out are: 1) why should I care? 2) why don't I know anything? The first point I'll get to later, but the second point is important as well. You shouldn't know people in NCR, The Hub, etc., b/c that is up to the player to explore. So we'd have to assume he'd have either come from afar, or been stuck in one place for his whole life. The downside is, ironically, that both involve restricting his background. We could still give him a blank state but have him in a certain situation before he finds the vault dweller corpse. (eg shovelling brahmin crap or stuck in another shitty job) to provide background and some motivation. We wouldn't make any assumptions about how he got there, other than he's a nobody and that he doesn't know the surrounding area too well.
Why? It's easy to give him a blank slate: You don't mention his history, but let the player make it up.
You just have the player encounter whatever it is he encounters, and then simply don't mention why he was there in the first place: there's no reason to know.
My problem is giving the person any kind of background, even just a situation. Leave him free to do whatever he(or she) wants, and to decide whatever his(or her) background is for him(or her)self.

I think again the problem goes back to the character's morality. He might not be the type to shun nukes on principle. It doesn't take living in a post-apocalyptic world to realize that 'using nukes is bad,' but you have to realize, people want to be bad too. I mean, the leaders of the US and China in the Fallout world both knew what would happen if they started a nuclear war, but they did it anyway. Why? Because they didn't want to give in to the other side. Similarly the character could have a powerful enemy- and he would face to decision to take them out w/ a press of the button, or on the other hand, realize the implications of what he was doing. (side note, if he could control the bombers, I would assume he could nuke one map location w/o taking out the whole world)
Again: nukes will have no leverage, and no point. They won't even be a danger. They won't be a danger because noone either knows some fool might drop a bomb on them, and if they do know, they will attack you, because they have nothing to lose anyway(it's the problem with hostage holding: once you get what you want, there's no reason why you wouldn't ask for more).
Furthermore, it'd be empty and simply too standard. The evil character might nuke some group, and the good character might dismantle them. Personally, I think that there are much more satisfying scenarios, and scenarios where the end-game actually revolves around an enemy, instead of an item of power.

Something I think is worth exploring is that the more powerful you become, the less you have to rely on society, and it distances you from it. It's like, "I don't care anymore. I'll nuke my only real enemy, and walk off in my power armor and new technology and do whatever the hell I want." Who knows what some of us would do if society degenerated, and there were no legal consequences for anything we did.
You already had that in FO1 and 2, you could simply kill everyone in the wastes and not care. I did that once, just to see how far I'd get. Easy enough. There's no real reason to take it to a higher level.

But ok, if you don't want to go that direction, I'll try to come up with a different scenario with personal incentives. It'll still involve nukes (it is Fallout after all...) So say you find the Pipboy off the dead guy and you see the commercial for the military base. But you also see a datadisk showing some sort of malfunction in the automated bomber system, and theres a countdown to California getting nuked. So you're motivated to 1) get out of the way 2) save the 'world' 3) Become powerful by finding technology. I still think you should be able to choose what to do w/ the nukes at the end (i originally wanted it to be a surprise, so i dont think it works so well in this scenario), but if you really have a problem with the nuke idea in general, lets think of something else- maybe involving FEV?
Nukes never were prominent in Fallout, in Fallout 1 there's only one nuke in the entire game, and all you can do with it is set it off to kill the Master. It would be very Fallou without nukes, it's the setting afterall, not the items. Having left-over nukes would also be a bit silly, because:
As established in another thread, rockets wouldn't have been used, but bombers.
All of the nukes will have been used already.

Defining a clear enemy is needed, but don't bring ir out in public as an enemy. Remeber FO1, you didn't know about the Master until you actually met him. YOu wouldn't know about the evil mutant group as the enemy through most of the game anyway.
Having a main endgame enemy could be necessary, but he needs to be hidden and, moreover, there needs to be something else why you're actually doing things.

However, it would be still nice to see how some of their attitudes change when you become more powerful, or they find out what you're after.
Attitudes should change, yes.
However, they shouldn't find out what you're after. For instance, you could try to find tha vault(or whatever) to loot it, or maybe to save the people. Things like that change attitudes.

Finally, it still wouldn't be Fallout if we didn't have some sort of theme based on humanity's self destructive behavior. It would have to be different from the first two's for originality sake. I've said that I'd like some sort of society vs individual thing, this time putting the choice of destructive behavior in the player's hands, but given the change in plot, I'm not sure how that would work anymore. What are some other underlying themes to explore?
Well, underlying themes can be easily put in. Frankly, I don't really see the need to start focusing one, neither Fallout 2 or 1 focused on a single thing, they just went on, and took whatever was fealt to be appropriate. So you had xenophobia in one town, drugs in another, sex in another etc. There isn't really a need for an underlying theme, in my opinion.
With that being said, the individual versus society thing is a bit...redundant. That automatically happens in any game where you control a person. This happens because there is always something greater you're fighting against, and whatever this greater thing is, it will be you against that greater thing. Against greater things, even, since you will find such things in every place(criminal groups, for instance).

Now for my revised proposal:
The player is travelling to a place(the starting place), when he accidentally stumbles across a dead body. The dead body of a vault dweller who died of dehydration. You find a PIPboy, yet you have no clue on how to operate it. THat's beyond your knowledge at that point.
Note that no explanation whatsoever is given as to why the player is there and what his background is-there's no need to explain such things.
So, you're first "task" is to find out how the hell that thing you just find works. YOu go to the nearest town, and there could be someone(somehow) who knows how it works. There's your game entry point.
Then, when you find out how it works, you get a Fallout style intro movie: You get someone explaining that they're in trouble, that the one who you found dead was sent out to save them(let's make it a vault, for old time's sake. Just not one with a shortage in water, but some kind of other problem...you don't know yet.) They also mention a reward.
There's the incentive. The good character will want to save them, the evil character will want to kill the lot of them and take whatever they have.
When you finally find the vault, you'l have explored the wastes, possibly made some friends and enemies, and encountered some of the major groups. When you find the vault, it's empty.
Wild goose chase follows, and you encounter the real enemy(apart from all the smaller enemies you've been facing).
The enemy being another vault's dwellers, who were part of a rather cruel social experiment: They were exposed to small amounts of radiation during their life in the vault(through food, ventilation etc.), and they have been seriously deformed because of it. This makes them want to flee from their own vault, and to do so, they went to another vault, the vault that you just found completely empty.
Next twist in the tale: THe group of vault dwellers is split over whether they want to go inhabit the vault they just raided, or not. And they're also split over whether or not they should let the previous dwellers of the raided vault live on in that vault, or not.
This puts the player in a position to choose things, or just loot the whole goddamned empty vault(if that's what you came for).
This could even lead to a bit of a power trip with you ending up as the master of whatever group you're supporting.

Comment on that, then.....
 
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