Fallout 3 on Game Scoop! Podcast

Brother None

This ghoul has seen it all
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Game Scoop! Podcast: Episode 55 features a chat with Pete Hines (who sounds like he has a bit of a cold) at 33:10. Some bits:<blockquote>IGN dude: one thing we didn't see [in the demo] was the overworld map, how you actually get around in the world. In Fallout people told you about a city and you could travel there in an overworld map, but then you could encounter random enemies on the way. Whereas in Oblivion you would just fasttravel there.

Pete Hines:
In Fallout they used this method of traveling across the world that was dissociated with actually having to walk across it. You were a little x moving across the map and you could actually explore unexplored parts of the world. In Oblivion, the difference was that you could never fasttravel until you have been there, so even when you know where a place is you can't actually fasttravel to it or back from it until you've discovered it. I imagine that whatever we end up doing in Fallout 3 will be similar to that. We don't want you to skip the step of going out into the world and finding new things to do and to just be able to jump in. We like the fact that you have to get there first and have made your way to it, and then, if you're going back and forth between two places you've already discovered, there's no reason you can't just jump back and forth. But how exactly fasttravel will work in Fallout is still TBD.</blockquote>After this, he explains that creatures sometimes respawn (ant lair), sometimes don't (super-mutants), picking whichever makes sense. He notes that they're far enough that they can show the game and have it so that the demo is actually pretty representative of the finished game, bar some polish.

Pete also explains that Megaton is probably the most simplistic branching-quest, having just two basic options (blow up or don't). And as known before, it is repeated that skills influence dialogue. Furthermore, reactions to actions like murdering some guy in his house can be delayed because people will only discover it later, or potentially not discover it at all if you murder the dude in a hidden spot:<blockquote>If you take somebody out in a location where nobody else is aware of it, then your actions should be unknown to everybody else and therefor not affective in terms of how you deal with other people</blockquote>And karma reactiveness should make sense. And:<blockquote>We want each karma type to be specific unto itself. The example Todd named is that if you have evil karma, at some point in the game the good guys will actually send guys out to get you. If you have good karma the evil guys will send people out to get you. But if you're neutral, they both basically ignore you, neither side really cares about you one way or the other. (...) we want there to be three really distinct types in terms of your roleplaying character.</blockquote>They discuss weapons (100% repaired = maximum DPS for that weapon, duh) and the fact that the world is a struggle to survive so you'll likely have to drink water to heal. Pete Hines explains only a small chunk of the gameworld will be recognizably D.C. IGN asks what the 300 million cash injection to ZeniMax is for, and Pete answers that it's basically for expansion (for instance, expanding Bethesda's publishing role).

And on the end they tag on the standard "how's the fanbase been?"-question, which Pete Hines answers with "their role is to provide criticism, and we absorb that and figure out how to factor it in", but "you can't make someone else's game."

(Gee, maybe you shouldn't have bought someone else's game, then?)

The examples Pete Hines names of the fanbase interaction is the community question (from Bethesda's blog and forum) and perk contest (from Bethesda's official site).
 
their role is to provide criticism, and we absorb that and figure out how to factor it in

It's true. I mean, who else would provide criticism, Game Informer? No, I know, a hardcore fan would never criticise their precious.
 
I loved Fallout's world map (and random encounters) :( . I also liked the music the first Fallout had for it (and if I'm correct, it was later recycled into Klamath's theme in FO2).

But fast travel & epic orchestras are more 'immershun', I guess.
 
- FO map travel wasnt exactly fast travel in my eyes. it was to give you a sense of desolation and the feeling that you actually travel FAR, rather than on a tiny patch of land, Oblivion style.
- demo representative? hehe, that's not what he told us, was it?
- at least good news that there wont be XRAY VISION CITY GUARDS! OH YEAH!
- making someone else's game is really 'lol'. isnt that the point of buying a franchise usually? or do you mean that Beth simply does not have the talent to create a decent world themself, so they need to steal one and then impress their 'own game' onto it.
 
The world map was a very good method of travelling between maps - it showed the size of the world and allowed player to avoid experiencing days of boring travel.

Brother None said:
Furthermore, reactions to actions like murdering some guy in his house can be delayed because people will only discover it later, or potentially not discover it at all if you murder the dude in a hidden spot:
Nice. Too bad it's FINO3.
 
SuAside said:
- making someone else's game is really 'lol'. isnt that the point of buying a franchise usually? or do you mean that Beth simply does not have the talent to create a decent world themself, so they need to steal one and then impress their 'own game' onto it.

You'd think they'd at least keep consistent and listen to what they say. It's like when you're about to ask a stupid question, but then you recite the question to yourself out loud and realise how glad you are for not asking that question.
 
Pete said:
If you take somebody out in a location where nobody else is aware of it, then your actions should be unknown to everybody else and therefor not affective in terms of how you deal with other people

This sounds like one of those RAI things they're picturing now but won't work at all in the final product

SuAside said:
- demo representative? hehe, that's not what he told us, was it?

I don't think he means mechanics here, either. More in feel, dialogue structure, etc.
 
Bethesda says: Fuck you all tiny-brained stupid "fans"!!! You all go ram your eyeball into a fork or something!!! We are making our own game for ourselves, you have NOTHING to say about it!!!
Destructoid says: I'm looking at you NMA, you bunch of cretins!
 
Brother None said:
I don't think he means mechanics here, either. More in feel, dialogue structure, etc.
i was actually referring to the whole slapstick humour packedness of the demo (amongst other things).
 
Yeesh.... I just keep wanting to hear less and less about FO 3 and what Bethsoft's doing to it the more I hear about it.

This just underscores what's wrong with the direction that Bethsoft's taking the game, not only in terms of gameplay (water=healing potions? You're kidding, right?) but also in terms of how they think about Fallout fans. That little dismissive comment at the bottom is particularly insulting, and just adds to the snottiness that Bethsoft has so far shown- as per example, the "no demo" press comment. Cuz, hey, I like to buy something for $50+, sight unseen.

More on topic- No maps?!? Did these people actually EVER play Fallout, especially the first? Because some of those locations were REALLY far away, and as a player, I always got the feeling of travelling without having to actually walk my character across dozens of maps. The random encounters and occasional screw-ups (ya know- "you can't find water" or "you fell and twisted your ankle") just added to the sense that you were going somewhere.

Making that into a real-time first-person experience will add absolutely nothing to the possible verisimilitude of Fallout 3. Bethsoft needs to get a damn clue already.
 
I'm not seeing the "no maps." There are maps, for instant travel. Just no explorable maps.

Random encounters are also in, in certain areas. Not sure how, but they are.
 
I am not surprised what he said about the map thing. Not that i like it, i don't, but i'm not surprised. We could see this one comming when they said they were making a 'sandbox' type game. The problem with this kind of travel system, is that it's, well, stupid. You can only 'fast travel' once you've been there ? I mean, if somebody tells me to go somewhere and gives me directions, i should be able to get there. But now you have to first walk over there ?

Fallout 3 is getting worse by the minute, imo. Can't say i'm surprised when it's made by the company that brought us Oblivion and seems to think that that game is the be all and end all for RPG's.
 
add in the "fast-travel" *cough* teleporting *cough* and this game is undoubtedly going to be nothing more than oblivion with guns, and spectacular nuclear explosions left and right, for absolutely no reason other than wowing the console crowd with shiny.
 
Brother None said:
I'm not seeing the "no maps." There are maps, for instant travel. Just no explorable maps.

Random encounters are also in, in certain areas. Not sure how, but they are.

Sorry....I should've been more specific. I know there will be maps, I just think that having to walk to a location for the first time is incredibly stupid and an utter waste of time. Also, it seems like a very lame attempt to make the game more "immersive."

It reminds me of a really old game, I think it was one of the launch titles of the PS2, where you did EVERYTHING in real time. Meaning if your character had to wait for two hours, you walked his ass around for two hours or went to go see a movie after shutting off your monitor. What I remember about the game is that the real-time aspect of it was touted as being immersive....

This FO3 map dealie reminds me a lot of that.
 
I was thinking about maps a lot. On one hand, having a "fake world map" like Fallout did, allowed the content to be controlled, and eliminated the parts where you would travel through vast expanses of boring filler content.

On the other hand, if, say, a Fallout game is trying to have more emergent gameplay - like the people who are sent to kill the player, all the way from across the map, the giant "real" map needs to exist, a map across which various characters will travel, somehow interact, and create this "emergent gameplay".

The ideal solution to this, IMO, is to have both. There could be a realtime, giant map, where cities and, say, gas stations are separated by fast expanses of mostly nothing, with an occasional group wandering by.

AND, there could also be the "Fallout map". When you would employ the "Fallout map travel", it would function exactly the same as in the old games, but underneath, your character would actually travel quickly through the _real_ map. "Random encounters" in this case would happen not because a random number generator went off, but because you actually ran into a gang or a caravan on the _real_ map.
 
It is sad to lose the world map, but expected, as they have chosen to concentrate on a smaller area. The compromise you mention shihonage would require that much extra work, although it would be a great improvement. Doesn't Arcanum work like that?

Pete's description of travel systems/maps seems a little confused. Isn't fast travel in Oblivion teleport style, without the feeling of relative distance in Fallout, where you have to wait not only the first time you go somewhere, but every time, and have random encounters, good and bad, stopping you at a physical location. That is a pivotal feature that makes the movement of an x on the map a natural solution.

Also it is worrying that emphasis on a small world discourages them from working out such a compromise system for a huge one. The whole idea of the wasteland is that it isn't filled with people and places of interest in a conveniently small area.
 
quietfanatic said:
Also it is worrying that emphasis on a small world discourages them from working out such a compromise system for a huge one. The whole idea of the wasteland is that it isn't filled with people and places of interest in a conveniently small area.
I think that's going to be a problem. Either there's not going to be much there, or there's going to be too much packed into too conveniently small of an area. It's supposed to be a wasteland.

Also, they seem to be avoiding the whole point that walking around for hours is boring and unnecessary. You don't need to emulate every point of real life in the name of "immersion." What's that Petey? You have "fast-travel?" Oh of course, magical teleportation is a much better solution than Fallout's overworld maps were. :roll:
 
quietfanatic said:
Also it is worrying that emphasis on a small world discourages them from working out such a compromise system for a huge one. The whole idea of the wasteland is that it isn't filled with people and places of interest in a conveniently small area.

Indeed, the old maps were pretty vast with just a few towns/settlements here and there. That created a feeling of isolation and served the whole setting really well. For example, it made sense that you had to work to find out where a location is. Here you're dealing with DC and the surrounding areas, it seems the east coast was repopulated pretty intensely.

Too bad about the map-travel as well. Oblivion style was a bit annoying as it was a pain in the ass to have to actually walk to a place you knew the location of. There were a couple of instances where walking over a hill and being greeted by a quiet village or a shrine was cool and I'm sure the feeling in Fallout is even better but it also made those (was it 16 miles?) of the gameworld seem small. Fallout 3 is supposed to be even smaller than Oblivion, map-travel could give a different impression.

Apart from that though, I didn't think that this interview was relatively too bad. The whole murder thing could be interesting. I don't see what else he could say about the fans. Making someone else's game bit is a bad choice of words, he obviously meant that they can't make many dicisions for the sake of pleasing someone, they have to follow their vision. It may not be a very good vision, and therefore the criticism about buying the game is valid, (it's not their game to fuck up) but like Sawyer said, they gotta do what they themselves think is best for the game. Their problem is that they think wrong or make too many decisions for wrong reasons (sales, casual gamer, popular trend, money).

Seriously, does anyone expect Fallout 3 to be Fallout 3 anymore? I accepted a long time ago that it won't but it may still be a good game (in a post-apoc setting, with a lot of Fallouty goodness nonetheless!). Think of it as a post apoc RPG inspired by Fallout.
 
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