Travelling the entire USA, while fighting god knows what kinds of enemies (who knows what lurks in those places, like another Brotherhood) and only one source of new mutants (The Vats)? Not likely. There are again a multitude of possibilities in which those mutants could be stopped, if they appeared at all. But the player in a sequel doesn't need to know any of that.Kharn said:No it isn't. If I chose to join the Master than the entire Wasteland would've been crawling with mutants in no time. Why? Because the Unity was an effective organisation and the race was strong, there would've been very little left of civilization to stop them spreading to NY as well. You'd have to move the storyline to Alaska before you'd stop noticing.
True, yet the only option you have is to stop the Enclave in Fallout 2. Granted, by my logic one could just ignore them.Kharn said:Let alone the Enclave. If I chose not to stop them, the entire human race would be dead. So no more games set after Fallout 2 in timeline? Well done, Sander, well done.
However, inner strife, moral conflicts, the Brotherhood without the help of mr. One could stop them. You don't actually need to tell the player that.
Not really, part of the setting is that there are almost no cars. Part of the story is that the Vault Dweller emerged from the vaults. There's a clear difference between setting and story, and I'm advocating a seperate, new story in the same setting.Kharn said:You're making a lot of logical mistakes, Sander. There is no way and no reason for open-ended games not to have tied ends for the sequel. You may panic and squeal and say "That's not how I played Fallout!", but allowing game design to be affected by something as inane as not wanting to set a defined canon is just stupid...
In fact, most people enjoy set canon, most people enjoyed seeing places from Fallout in Fallout 2. To tie everything down would force game designers to jump around from place to place and time to time randomnly, which would be very harmful.
The series would turn into a loose collection of games with no real tie-in except for the same setting (roughly) and stupidity could abound through lack of set game-canon. "Sure, there were no cars in Fallout 4, but this is Fallout 5, in another part of the US. FLEET OF CARS, BABY!"
As for game design, see it as a challenge to either write something in the way that as few assumptions are made as possible (possibly the most annoying thing in this respect was the Fallout 2 manual, where they detailed the Vault Dweller's every move), or to write it for a different location. If done well, this doesn't really need to be a problem. For Fallout 2 it was still doable to do such a thing without offending too many people, which was done well (apart from the manual) in most cases. The fact that they had a statue of the Vault Dweller and still commemmorated him in NCR was overdone, and Tandi was..well....a bit of a stretch. If they had done this a bit differently they could've had Shady Sands eventually rise on its own without telling too much of a backstory. The same goes for the raiders in Vault 15, why did they have to be descendants of the Khans?
But yes, I'll say that it is rather hard to create any kind of continuity without tying things down and that tying things down is not necessarily bad. However, I feel that it's something you should avoid as much as possible, especially if done just for the 'cool factor'. A lot of people seem to want Dogmeat and Ian to re-appear as old fossils, just for the hell of it. And the risk of things being tied down too much is large in a game with the scope, size and freedom of Fallout 2.
It can be useful on occasion though, it could be used to correct the canonical errors that were New Reno and San Fran, for instance.
That's a good example of how to treat canon in a series like Fallout, make it so that the actions of previous games are let loose as much as possible.Silencer said:Then, the uranium ran out.
Yes, but considering the structure of New Reno it isn't logical to assume they just forgot their families.Silencer said:Why? All you have to assume is a violent power struggle, which might have turned the tables completely.
It could be done, though.
Well, I did level Vault City, those duders aren't really that powerful in the game.Silencer said:I don't know, but I think it's safe to assume a single individual (even with APAMKII, lawl) could nopt have wiped out the city entirely... Although that would be a strong and unnecessary assumption. The problem lies with VC's geographical location, which would sort of force you to assume SOMETHING, as it is not easily put outside the bounds of the world map as SF or NCR
But yes, it does force you to assume something.