Fallout 3 writing editorial

The only thing I can add to the conversation is that I thought the writing was so bad in Fallout 3, I couldn't get past Megaton. I was playing on 360 and I was sorely tempted to throw my controller at my TV. That's how bad the writing was in Fallout 3.

To this day I shudder at the thought of going back to Fallout 3, but if I don't I can't really take part in the bad writing discussions. Catch 22, I suppose. :(
 
I've got one:

Planescape: Torment.

Wtf did those people do all day? What did they eat? The whole economy seems to revolve around collecting dead people, but where are all these dead people coming from that people are just leaving around? Really? No one bothers to take their deceased to the morgue? It's just like "grandma died today. Oh well, stick her in the corner."

I don't know if that made it a worse game or not, or if there were farms or whatever if it would have been better.
 
Gnarles Bronson said:
I've got one:

Planescape: Torment.

Wtf did those people do all day?

Has the Planescape setting given you the impression that there's nothing to do in Sigil?

Gnarles Bronson said:
What did they eat?

Stuff that gets constantly traded through portals to all across the planes?

Gnarles Bronson said:
The whole economy seems to revolve around collecting dead people,

Maybe you should just do some research.
 
Vault 87 as the only vault that was issued with a G.E.C.K in Capital Wasteland makes perfect sense, it is intended to be used as a controlled, sealed-in environment for the experiment of FEV, just like the Mariposa Military Base, but the only difference is that Vault 87's inhabitants are unaware of the ultimate effects of FEV. However, U.S. Army who were stationed at Mariposa were also unaware of the purpose of it, which lately contributed to their decision of desertion and ultimately led to the birth of Brotherhood.

Despite the lack of knowledge of FEV's effects, but Vault 87's inhabitants were never intended to be ALL killed, Enclave thought the FEV could be controlled, but lately turned out that it got out of control, just like what happened in Mariposa.

Vault 101 and 112 are not issued with GECK because one is never intended to be opened, another is permanently locked in virtual reality. Vault 92, 106 and 108 have no GECK is because EVERYONE there is either driven mad by drugs, white noise, of simply the degrading clones, etc.
Comparably speaking, Vault 87's original purpose as a lab that will be remotely controlled by Enclave is the 'cleanest' vault in Capital Wasteland, despite it ended up most ugly.

Enclave using an unique weapon as Stunt Grenade is not a hole at all, Fallout world is full of unique, rare items, Enclave as one of the most technologically sophisticated faction, it is not a surprise that they have some rare arsenals.

The only thing that isn't very properly explained is how did Enclave get in the Vault 87, since the main entrance is highly irradiated that not even the Advanced Power Armour MKII can protect them from a matter of few seconds. The only possible explanation is that they got through from Murder Pass of Little Lamplight, despite the mayor there hates adults, but a child with an AK47 is unlikely to stop an army of Enclave troops.

I'm aware of that the 'senior' status of certain members, or even the entire editorship of No Mutants Allowed are sometimes measured by the mere hatreds toward Fallout 3, some blockbuster nuclear post apocalyptic stuffs such as Metro Last Light is completely ignored by this site because it is console based, first person shooter, graphically superb new game, while some tiny indie games that have nothing to do with nuclear post apocalypse have grabbed this website's attention simply because they are isometric, turn-based vintages.

This site is already viewed by vast majority of community as a 'safe haven' for a small group of old timers, there are people on some other much more populated forums have been keep talking that NMA is 'insane', 'fundamentalists', 'purists', or 'nostalgic people who are turning into 30s and starting to loos hairs'. Just google it and you will see.

It is not too late for NMA to adapt, continue on this path, sooner or later, this site will be viewed as the laughing stock of the whole wild world, while the most pathetic thing is, people inside it lack the total awareness and still see themselves as 'elite fans', pity.
 
Per said:
Maybe you should just do some research.

Wow, or maybe you could just not be a troll and actually contribute something useful to the conversation.

Seriously, what did the people in sigil do all day? Let's think about their economy. Of course there are no farms, there are entire planes of nothing but thieves (sure that will work), coffin makers, bars, people hammering for no reason, a third of the population is a thug, a third has something to do with the mortuary, theres a tattoo shop, a coffin maker, houses with people that don't seem to have any job... Really? You are really going to defend this as a functioning realistic economy?

Please.

sea said:
In other words you'd might as well complain that physics in Super Mario Bros. are messed up or that a creature like a goomba would never exist in nature, or that there isn't a scientific explanation for why a mage in a fantasy game can throw fireballs.

Or that there are no farms in videogames?
 
You are comparing apples to oranges, we are comparing Fallout 3 with other entries in the series it's title claims it belongs to, Settlements in the Fallout games all tend to be very well tought out, with details like farms and the like integrated into the map design, even in the slumiest of towns you'll find people placed to imply certain roles in the town, or a context for the place to infere what the inhabitants do in it.

Towns tended to have at least some degree of sustainability and a solid ground of how it works, minning, farming, scavenging, keeping a power plant, etc.

Choices had visible consequences in the story, there were no immortal chaarcters and the stor ydidn't have giant gaping plot holes like FO3's had.

New Vegas did that too, same engine, less developing time and more content.

So Fallout 3 has a setting devoid of any internal logic or any conectivity between settlements, shallow choices with no effect, towns made around just "cool" ideas but devoid of content. It's judged on that based on the precedents the series has and the Praise the press gives it, not just complaining about farms, that's just a strawman argument.

You like FO3 being dumb and you just had fun with it because it's a huge doll house? fine, go ahead, more pwoer to you, gg, good day. That doesn't mean we can't criticize it.
 
Gnarles Bronson said:
Seriously, what did the people in sigil do all day? Let's think about their economy. Of course there are no farms, there are entire planes of nothing but thieves (sure that will work), coffin makers, bars, people hammering for no reason, a third of the population is a thug, a third has something to do with the mortuary, theres a tattoo shop, a coffin maker, houses with people that don't seem to have any job... Really? You are really going to defend this as a functioning realistic economy?

PST enormous depth and quality to it's writing and immersive fantastical atmosphere were all by themselves more than enough to cause suspension of disbelief, economy was of absolutely secondary importance inside it's thematic so there is no real point in caring about it. Fallout, on the other hand, is a game about human survival after the absolute devastation of modern civilization; in such a scenario it ought to be obvious enough (as to the point were I should not have to point it out to you) that a plausible economy is a fundamental aspect in making the setting believable.
 
sea said:
Gnarles Bronson said:
I've got one:

Planescape: Torment.

Wtf did those people do all day? What did they eat? The whole economy seems to revolve around collecting dead people, but where are all these dead people coming from that people are just leaving around? Really? No one bothers to take their deceased to the morgue? It's just like "grandma died today. Oh well, stick her in the corner."

I don't know if that made it a worse game or not, or if there were farms or whatever if it would have been better.
Except that Planescape is a setting whose fundamental nature is that it is unknowable. Therefore it is much easier to take on faith that these sorts of "problems" have solutions but are not necessarily relevant to the work. Torment implies plenty of answers without needing to overtly state them, and because it does have a setting, story and characters with internal logic that makes sense, we don't ask those questions because we trust the author to not violate the rules of the work.

In other words you'd might as well complain that physics in Super Mario Bros. are messed up or that a creature like a goomba would never exist in nature, or that there isn't a scientific explanation for why a mage in a fantasy game can throw fireballs.
Not to mention the visuals and how they are presented is very different. In Fallout, Planescape etc. you knew that the grids you had on the world map did not represent its "true" size. The same also true for the locations, like the cities. Many of them had borders or other places which gave you the feeling that there was more then you could see on the screen, like farms, shacks etc. but there was no reason for the player to explore those places, just as how you dont have to design an world that actually is really as big like an whole state. You had the world map and it took you days to travel around. Everything was stylized and thus only representative.

As soon you create a game that is throwing you in the "first person" perspective though, things need emidiately more detail, more content to make it plausible and believable. Thats why it doesnt work so well to have only a place with 4 people and calling it a "village" ... Third person and even more first person games need strong visuals to make them appealing. Thats how it was some 15 years ago and it is still true for today. A game like Morrowind for example emidiately makes more fun and is more immersive if you have locations of different size, showing farms, big and small cities etc. It doesnt matter if all the NPCs have "text" or "personality". They dont need it. They have to be there to give you the "illusion" of size.

Fallout 3 lacks that completely. The world is stuning, no doubt about that, the first time you get out of that stupid vault, watching over the ruined landscape. But thats only the surface. Even Megaton is "somewhat" entertaining. Untill the point you realize that the biggest population in the wasteland are raiders ... that Rivet City is made by 10 People. That the locations in the game make no sense and so on ... I mean seriously. A town full of children? I am still curious who was responsible for that.

Gnarles Bronson said:
Per said:
Maybe you should just do some research.

Wow, or maybe you could just not be a troll and actually contribute something useful to the conversation.
Did ... Did you just call him a troll when he just pointed out your errors? That you did not even cared to really get in to the details of Planescape or what made that game interesting in the first place where it sounds like you didnt even played the damn game?

If you say that Planescape was not an believable setting, then I think you didnt even played the game. As the world and its design, sure was one of the GOOD things about the game.

Hence why per is right. As usual. Do some research about PT, why it was made, and particularly why the chose to do the game in that way. The people which made PT did a lot of the things with an purpose in mind, where the main character for example cant simply "die" and its part of the whole story, where undead creatures are usually the friendliest creatures you encounter compared to other games where they are simlply evil, where rats can be the strongest enemy, the more rats are around, the more inteligent they become, capable of using magic even. Or how an NPC is "created" with your name if you decide to lie about your history telling people a name for your character when NPCs ask you for your name. PT was in many ways a weird game, but it was like that on purpose.

And PT has an economy, just not your "typical" economy - remember, its a seting with immortal creatures, very powerfull beeings roaming around, like Baatezu and Tanar'ri, powerfull deamons and devils caught in their eternal conflict (Bloodwar), an setting with "9" hells, and you expect the "world" to be comparable with our world? PT features an brothel where people dont pay for sex but for mental challanges for example. And there are many other places where other "weird" needs are satisfied.

I think as far as Planescape goes the "economy" in the game is awesome, because it is strange but interesting in its own way and it fits the world the developers created.
 
smber2cnma said:
Seem to recall watching an Extra Credits episode about open world design done right vs wrong, but checking on phone right now would be onerous. Would be good fodder for them as they seem to think about their games a good bit.

Unfortunately, they seem to be in love with FO3... I was really disappointed when they used it as one of their examples in the episode on good videogame writing :roll:
 
They also seem to think a 3 act sctructure is the only valid type of narrative structure that exists. Typical shallow knowledge of a topic being exposed by some guy that can barely use after effects being praised by a horde of easily impressed nerds.
 
Gnarles Bronson said:
Per said:
Maybe you should just do some research.

Wow, or maybe you could just not be a troll and actually contribute something useful to the conversation.

OK, how about something like this. You know another setting that makes no sense at all is the one in The Lord of the Rings, because of everyone's obsession with sports. Seriously, what is up with that. They're getting invaded by some evil overlord but all they can do is talk about sports, sports. It doesn't make any sense.

See what I did there? Or rather, what I didn't do?

Gnarles Bronson said:
realistic

The topic is not realism.
 
Back to the item of the newspost.
To number 14, FEV mutating people:
It's a modified strain of FEV similar to FEV Curling-13.
 
dogy_kane said:
I'm aware of that the 'senior' status of certain members, or even the entire editorship of No Mutants Allowed are sometimes measured by the mere hatreds toward Fallout 3, some blockbuster nuclear post apocalyptic stuffs such as Metro Last Light is completely ignored by this site because it is console based, first person shooter, graphically superb new game, while some tiny indie games that have nothing to do with nuclear post apocalypse have grabbed this website's attention simply because they are isometric, turn-based vintages.

This site is already viewed by vast majority of community as a 'safe haven' for a small group of old timers, there are people on some other much more populated forums have been keep talking that NMA is 'insane', 'fundamentalists', 'purists', or 'nostalgic people who are turning into 30s and starting to loos hairs'. Just google it and you will see.

It is not too late for NMA to adapt, continue on this path, sooner or later, this site will be viewed as the laughing stock of the whole wild world, while the most pathetic thing is, people inside it lack the total awareness and still see themselves as 'elite fans', pity.

Dogy, I don't think anyone here cares if the message boards on IGN or Kotuku are laughing at NMA.

Is the average person on here older than on IGN, probably - so what. I'm 29, the games of my childhood were the Mario games of the late 80's with some Sonic or Double Dragon mixed in. When I eventually got a computer, 2 of the first games I got were Fallout 2 and Warcraft 2. Both blew me away & I've never owned a console again.

I don't claim console games are bad or stupid, they just aren't the medium to best execute the genera's and sub-genera's that I have found I greatly enjoy. I have likewise found sites that cover my preferred genera's - NMA being one of those sites. IGN is fine for what it is, but gives me neither the articles or commentary on games I care about that way that NMA does.

NMA doesn't need to try becoming like others, there are millions of sites on the internet and thus the best way to survive and thrive is having a tight focus on your market and on what you do well. NMA does that just fine and I hope they keep on the same course for many years to come cause even in my 30's and 40's I'll be looking to get some gaming in even as I've seen a wife and 3 kids cut my gaming time from couple hours a day to couple hours a month.
 
once your kidz are out of your home though you will have the issue that you have a lot of more free time, but not the body anymore to do anything fun!

So, more for gaming then :mrgreen:
 
sea said:
Hassknecht said:
Back to the item of the newspost.
To number 14, FEV mutating people:
It's a modified strain of FEV similar to FEV Curling-13.
Oh okay. I guess FEV is just plot magic that becomes whatever you need it to be!
Meh, it always was. In Fallout 1 it was the mutant-creating McGuffin, in Fallout 2 it was the kill-everything-McGuffin. 3 just took all McGuffins from the previous games and put 'em into one giant swiss cheese of a plot.
 
Just as an aside: but we actually cover Metro: Last Light. Just as with many other post-apoc games that aren't RPGs though, we just cover it rarely and for its major news, rather than minor stuff. Besides "move on with the times" is, paradoxically, one of the oldest and weakest arguments ever.
 
dogy_kane said:
I'm aware of that the 'senior' status of certain members, or even the entire editorship of No Mutants Allowed are sometimes measured by the mere hatreds toward Fallout 3, some blockbuster nuclear post apocalyptic stuffs such as Metro Last Light is completely ignored by this site because it is console based, first person shooter, graphically superb new game, while some tiny indie games that have nothing to do with nuclear post apocalypse have grabbed this website's attention simply because they are isometric, turn-based vintages.

This site is already viewed by vast majority of community as a 'safe haven' for a small group of old timers, there are people on some other much more populated forums have been keep talking that NMA is 'insane', 'fundamentalists', 'purists', or 'nostalgic people who are turning into 30s and starting to loos hairs'. Just google it and you will see.

It is not too late for NMA to adapt, continue on this path, sooner or later, this site will be viewed as the laughing stock of the whole wild world, while the most pathetic thing is, people inside it lack the total awareness and still see themselves as 'elite fans', pity.
Oooh, I better start liking RPGs without roleplay or good writing, else those guys on sites that I don't visit will laugh at me.
 
WorstUsernameEver said:
Just as an aside: but we actually cover Metro: Last Light. Just as with many other post-apoc games that aren't RPGs though, we just cover it rarely and for its major news, rather than minor stuff. Besides "move on with the times" is, paradoxically, one of the oldest and weakest arguments ever.
we have even an whole section dedicated to it.

Its called the "General Gaming and Hardware Forum". Just another example of where people come in here, thinking about NMA as this one huge hive like mass of haters that dont do anything else then hating and bashing on Fallout. Yeah! Even if we talk about other games that we bash, the last line is always, but its not as bad like F3.
 
Hassknecht
So another Fallout 2 quest rehash?
Maybe we should do a big NMA-community-effort to make some kind of Megamod for Fallout 3. "NMA's big shit-fixing shitfixer for Fallout 3. Now fixes more shit!"
Ok, that would basically be a major overhaul of every location, a complete remake of the mainquest and more bugfixing than humanly possible.
But hey, the Bethboys would finally stop crying about how we at NMA do nothing but complain
You mean like this?
http://www.nma-fallout.com/forum/viewtopic.php?t=63059&highlight=
 
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