Fallout 3's "200 endings"

Polynikes said:
So why only one companion then? Clearly it is possible to handle more than one or two in a first person perspective.

That reminds me, I wonder how many POSSIBLE companions there will be.

That's a matter of design

Team-based FPSs often do well because the whole premise of the game is to work as a team, so everything depends and is balanced on that.

If you have a first person RPG it becomes a lot tougher.

One problem here is that first-person high graphics games do not do well in mayhem mode. Too many NPCs on the screen means too much AI and rendering work and the game starts chugging.

Another problem is that it's hard to just add a good group control method to a first-person game. This problem doesn't exist in third person games, but it's typical of first person ones

Hence, easiest solution = remove NPCs.
 
Sorry I did not elaborate on that. I meant a tough lizard that gives little to no reward as opposed to easier opponents who give better rewards.

Of course this problem shouldn't exist in a Fallout game, since you'll be getting experience. I do hope though, that we'll be able to skin (or learn to skin) most of the creatures in the game that otherwise would not yield any resources. Resources in the FO world are scarce, and so it seems silly to me (and unrealistic) to kill a large beast simply for the experience points. Most of us have likely let the DC's in the Boneyard respawn just for this purpose. :D

Wouldn't it have been even better if we could have taken said deathclaw hides, and sold them for roughly 1000 caps each?
 
PaladinHeart said:
...Oblivion stuff...

Agree totally, I didn't mind the game at first, but couldn't get over the repetiveness. The sight of yet another "clone" Oblivion gate used to make me groan. Funny thing is that in the end the most fun thing about the game was attacking a guard in a town and then trying to evade all the guards chasing me. Ok, I was bored at the time.

Brother None said:
Hence, easiest solution = remove NPCs.

Shame they couldn't put in just a little more effort and allow the view the pan out to isometric during combat, even if it was an extra function only available during combat "pause" mode. Then you could at least issue commands to followers. I suppose even that's too much to ask for.

Mick
 
Mick1965 said:
Shame they couldn't put in just a little more effort and allow the view the pan out to isometric during combat, even if it was an extra function only available during combat "pause" mode. Then you could at least issue commands to followers. I suppose even that's too much to ask for.

I put my faith in ye olde Magic school of Modding to make it so. (Maybe not the commanding of NPC's. But the isometric part at least.)
(I call it magic because I don't understand it. Just like math or cooking. Magic, It's all magic I tell you! )
 
I don't think you will be able to control your companion directly, I think it'll be like ordering them to attack or go to a specific point.
 
Ravager69 said:
I don't think you will be able to control your companion directly, I think it'll be like ordering them to attack or go to a specific point.

I hope it has progressed so far that the said NPC actually tries to avoid obstacles and doesn't try to walk through doors and walls.
 
The scary thing would be if they calculated the previous 9-12 endings in the same way. That'd likely be your three possible approaches for Megaton near the beginning of the game, and 3-4 ways you could deal with the Big Bad at the end of the game. And that's it.

*shudder*
 
pkt-zer0 said:
The scary thing would be if they calculated the previous 9-12 endings in the same way. That'd likely be your three possible approaches for Megaton near the beginning of the game, and 3-4 ways you could deal with the Big Bad at the end of the game. And that's it.

*shudder*

True. You could have 3 different scenarios with 10 solutions each, and that could amount to 1000 different endings, even though there would actually only be 30 different variables.

It's not literally 1000 different endings, it's just 30 different scenes and every time you go through, you only get 3 of those.

Disclaimer: This post may or may not have been mathematically accurate. :o
 
Hmm, it could be possible though that they have changed the ending "system" during development, so those 9-12 maybe were originally big cutscenes or something else and during development they decided they add similar system that was in previous fallouts to it or replace it alltogother. Or maybe it seriously was that pathetically small when they begun, hard really to say.

Good thing to hear its done the same way as in previous titles though. It worked well before =)
 
When it was said that Bethesda had extended their "endings" to nearly 200 lots of people thought that there were really 200 different endings while others with a little more knowledge of the previous games thought of the initial 9-12 endings with just small changes in each one to get the 200. But nobody knows if thats true. You could have 30 different endings with just 1 or 2 differences in each, or you could have only 5 endings and lots of differences in each because of your so called "actions" through out the game that would only change the order in wich the ending is shown. Until the number of endings can be verified we can only speculate on the matter.
 
Bethsoft's blatant lying about Oblivion during the development stage pretty much negates this claim until somebody has played the full game and obtained each individual ending.
 
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