My take on black Isles: fallout 1 and 2
Correct me if im wrong, but didn't one of the main developers or "ex troika maybe?" behind fallout say that his idea behind fallout was how different community's react to each other under streneous situations. In addition, how the protagonist can change the the world around him by influencing these groups, and the consquences that arise from such actions.
Using that idea as a basis, it formed all the concepts of freedom, quests and atmosphere that makes fallout.. well fallout?
On top of this basis, came the S.P.E.C.I.A.L system, the isometic gameworld, the guns, the bloodshed and the grittyness of a post apocolyptic stage (feargus maybe?).
In my mind, its the combination of all these elements that can only bring about a genuine fallout game. Anything else is biased towards one aspect of fallout or the other.
My take on bethesda's: Fallout 3
From my experience with Bethesda games, Bethesda seem to have a core group of people who are not story tellers. They are programmers/business people who take a programming concept and try and wrap a rpg story/element around it.
For example daggerfall, this game had 10000 locations, all 'randomly generated' with thousands of apparent 'randomly generated' quests. The game emphasised the mundane aspects of real life and presented it to you as gameplay. Unfortunately traveling for hours on end on a digitized horse is not fun; going through a randomly generated dungeon that does not have any premise or story and is absolute hell to navigate because the very nature of 'randomly generated' scenarios is creating large spider web like dungeons using the same tileset and same landmarks, ahem.. is not fun.
Another example red guard, poor gameplay large sprawling world with empty houses and you guessed it, repeated elements throughout the entire gameworld with no story.
Morrowind. Again we have daggerfall like tendency's with 'randomly generated item x in random dungeon y'. The dungeons and seemingly 'different villages and community's' all shared (90 percent of the time) the same tileset, same old situation daggerfall with updated graphics, and to me some of the worst if not the worst 3d character models ive ever seen. All glued together with not a single iota of atmosphere or charm.
Oblivion. Ah yes oblivion, numerous 'a.i' supposedly adding incredible 'life' to the game world. Numerous locations, dungeons (all hand crafted, heh so were morrowinds apparently and 90% shared the same tileset and landmarks). A fantastic story, which involves you running around fetching x and y, riding on your digital horse for hours on end sprawling through boring forests, while gathering herbs and nuts to make bread. I think not.
So in conclusion you could almost see exactly how fallout 3 is going to turn out with bethesda. The first idea that will come into there head is FPS, very little hand crafted quests, use oblivion engine, oh and tack on some kind of story, probably involving robots and mutants.
ADV
Correct me if im wrong, but didn't one of the main developers or "ex troika maybe?" behind fallout say that his idea behind fallout was how different community's react to each other under streneous situations. In addition, how the protagonist can change the the world around him by influencing these groups, and the consquences that arise from such actions.
Using that idea as a basis, it formed all the concepts of freedom, quests and atmosphere that makes fallout.. well fallout?
On top of this basis, came the S.P.E.C.I.A.L system, the isometic gameworld, the guns, the bloodshed and the grittyness of a post apocolyptic stage (feargus maybe?).
In my mind, its the combination of all these elements that can only bring about a genuine fallout game. Anything else is biased towards one aspect of fallout or the other.
My take on bethesda's: Fallout 3
From my experience with Bethesda games, Bethesda seem to have a core group of people who are not story tellers. They are programmers/business people who take a programming concept and try and wrap a rpg story/element around it.
For example daggerfall, this game had 10000 locations, all 'randomly generated' with thousands of apparent 'randomly generated' quests. The game emphasised the mundane aspects of real life and presented it to you as gameplay. Unfortunately traveling for hours on end on a digitized horse is not fun; going through a randomly generated dungeon that does not have any premise or story and is absolute hell to navigate because the very nature of 'randomly generated' scenarios is creating large spider web like dungeons using the same tileset and same landmarks, ahem.. is not fun.
Another example red guard, poor gameplay large sprawling world with empty houses and you guessed it, repeated elements throughout the entire gameworld with no story.
Morrowind. Again we have daggerfall like tendency's with 'randomly generated item x in random dungeon y'. The dungeons and seemingly 'different villages and community's' all shared (90 percent of the time) the same tileset, same old situation daggerfall with updated graphics, and to me some of the worst if not the worst 3d character models ive ever seen. All glued together with not a single iota of atmosphere or charm.
Oblivion. Ah yes oblivion, numerous 'a.i' supposedly adding incredible 'life' to the game world. Numerous locations, dungeons (all hand crafted, heh so were morrowinds apparently and 90% shared the same tileset and landmarks). A fantastic story, which involves you running around fetching x and y, riding on your digital horse for hours on end sprawling through boring forests, while gathering herbs and nuts to make bread. I think not.
So in conclusion you could almost see exactly how fallout 3 is going to turn out with bethesda. The first idea that will come into there head is FPS, very little hand crafted quests, use oblivion engine, oh and tack on some kind of story, probably involving robots and mutants.
ADV