Fallout: New Vegas 2 - Some Chris Avellone Twatter Q&A

"Bad guys don't win" - The same Bethesda who made the Nuka World DLC where you either join the raiders and do all their quests and eventually conquer your own settlements (you're forced to if you want to continue the DLC) or miss out on literally every quest the DLC has to offer and just shoot up the park until everyone is killed. (That's the only "good ending")
 
My take on a fallout new vegas 2 was always that it would be set in california either before or after the events of vegas. Show casing either NCR's rise to power, or their disintegration.

I thought there was even a fanmod with this setting maybe?

Although yeah I'd settle for any obsidian fallout game, I think one problem fo3 and fo4 had development wise was that they wanted to implement as many new gameplay features as possible, whereas falloutNV was given a functional toolset and asked how to make it creatively entertaining. Which is rather a different ball of wax.

I don't really ever see it happening though without microsoft interfering because bethseda almost destroyed obsidian maliciously in the past.

Not entirely sure why bethseda rejected obsidian's overtures to make up and work together again. Something else must have gone down, because it's odd that bethseda screws over obsidian and then bethseda holds a grudge against obsidian over it.
 
My guess is that Bethesda offered them a calculated chance to [hopefully] fail, and instead they raised the bar; they won't be doing that again.
 
Even if New Vegas 2 was made it would not have the same team so it would not be the same.
People want to change.Another game touted was ' Outer Worlds' which among other things was about dressing up. When they start selling drugs online........ sorry mentats kickin in
 
I think a Fallout game set in the Yellowstone region would be pretty interesting.
Years ago, while visiting the Yellowstone National Park, I had some pretty deep feelings evoked by the sites there. Like the old faithful geyser steaming river and the Supervolcano reside in the National Park.
 
It can't be "New Vegas 2" without incorporating actual Vegas as in the game. Make it somewhat like Fallout 2 you know, Shady Sands still there in the world but just very on the edge. Now it would be fun to make this possible sequel set in the area somewhere between Colorado, Arizona, and Utah. And then there is option to either import your save or emulate your choice like the same one in Pillars of Eternity 2.
 
I keep saying this, but I don’t think a majority of people who say “New Vegas 2” actually mean a direct sequel to New Vegas, just another West Coast Fallout developed by competent people. I’m sure there are people that are stupid and want it literally, but “New Vegas 2” went by a lot of names in the past including that Fallout New Orleans bullshit rumor everyone was fixated on.
 
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I keep saying this, but I don’t think a majority of people who say “New Vegas 2” actually mean a direct sequel to New Vegas, just another West Coast Fallout developed by competent people. I’m sure there are people that are stupid and want it literally, but “New Vegas 2” went by a lot of names in the past including that Fallout New Orleans bullshit rumor everyone was fixated on.
And that's what Chris Avellone is saying as well:

Chris Avellone said:
WHAT DO YOU KNOW ABOUT NEW VEGAS 2. COME ON. TELL US. NOW.

Nothing. Except it probably wouldn’t be called “New Vegas 2”.

I do think any such game would require Bethesda’s support, even though they are owned by Microsoft. I know people assume that Phil Spencer could simply force Bethesda to do something, but that’s not the pattern from the studios that Microsoft has acquired.

That’s it for now. Looking forward to your questions. If I can answer them, I will.
 
It’s funny seeing people clamor for a “New Vegas 2”, because it goes to show even those who grew up with only the 3D Fallouts and never played the originals find the West Coast more interesting than the East.
 
I think a Fallout game set in the Yellowstone region would be pretty interesting.
Years ago, while visiting the Yellowstone National Park, I had some pretty deep feelings evoked by the sites there. Like the old faithful geyser steaming river and the Supervolcano reside in the National Park.
A little while ago I wrote a pitch for a Fallout Yellowstone game. The general idea was that the park was left mostly untouched by the war, leaving humans as the active element of chaos and bringing the wasteland into a relatively virgin land. It's probably out of date, but here's the link anyway.
 
I keep saying this, but I don’t think a majority of people who say “New Vegas 2” actually mean a direct sequel to New Vegas, just another West Coast Fallout developed by competent people. I’m sure there are people that are stupid and want it literally, but “New Vegas 2” went by a lot of names in the past including that Fallout New Orleans bullshit rumor everyone was fixated on.
I am not sure why that it is neccesarily bad idea on its own. It is already done when Fallout 1 was getting its own sequel. But sure, name calling it with whatever.
 
As long as a new Obsidian Fallout is going to take place chronologically *after* the Second Battle for Hoover Dam, it is going to be a sequel to New Vegas. Saying that it's gonna be 'bad' just means that people are too much of a pussy to embrace the possibility that maybe their preferred endings (and even headcanons) won't become true. I do say that Fallout 2 and New Vegas itself did a good job establishing what's 'canon' in their respective predecessors, so maybe we can look forward to what we'll be getting. As long as it's not as infuriating as Harold's fate, or some fucking alien city under the Mojave...

Having said all that, I wouldn't trust the modern day Obsidian because from what I can feel from them, they've radically changed from what they were since Pillars of Eternity. I haven't actually played their games other than New Vegas, but what I got from others impressions is that despite being notorious for releasing buggy, glitchy, and unstable games (truly an unfair reputation to have whereas Bethesda got away scot free, even Failout 76 couldn't quite manage to knock them down as it supposed to), they were genuinely trying to push the boundaries of RPGs and even gaming in general. Having questionable management also didn't help, and with most of the more trustworthy talents abandoning the ship...yeah, I can't see a new Obsidian Fallout which could possibly be at least as good as New Vegas + DLCs. Hell, I wouldn't even trust Old Cain, who's obviously not as energetic and confident as Young Cain. Especially not after this: https://rpgcodex.net/forums/threads...-a-better-rpg-seven-mistakes-to-avoid.114809/
  • Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
  • Mistake #2 - Letting Math Trump Psychology: Revealing the influence of the years he spent developing Wildstar, Tim wants to develop mechanics that are psychologically satisfying and addictive, even at the expense of mathematical elegance. For example, he says the player's first attack against an enemy should always hit even if his overall hit percentage is the same regardless, and that rather than allow players to increase their critical hit chance, they should only be allowed to increase their critical hit damage.
  • Mistake #3 - Conflating Player Skill With Character Skill: This one will be familiar if you've watched some of Josh Sawyer's talks. Aiming and hitting in an action-RPG should not be determined by character stats. On the other hand, things like the impact of recoil can be affected by stats, as well as the aforementioned critical hit damage.
  • Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
  • Mistake #5 - Forcing Linearity: This one is pretty self-explanatory. Tim says games are not movies, using Fallout's Tandi rescue scenario with its multiple solutions as an example of the sort of non-linearity he prizes.
  • Mistake #6 - Being Non-Reactive: Tim seems particularly interested in the sort of reactivity where characters in the world have different dispositions based on your character's background, clothing and attributes, as seen in Arcanum. He also loves having different end slides based on the player's choices in the game, using Temple of Elemental Evil's evil ending as an example.
  • Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot. Tropes likes the Chosen One protagonist and amnesiac protagonist are tiresome and should be discarded.
Sure, #4 to #7 all makes sense, I guess. But that first three 'mistakes', especially Mistake #1. It still makes my blood boils.

Even if we ignore Cain and Boyarsky for a moment, I really wouldn't trust a new Obsidian Fallout without John Gonzales.
 
#1 was the most irksome for me, but #2 was shockingly bad —and... well #3 & #4 were disappointing to hear from him. :(

I do not want a roleplaying game based upon those principles; Tim's principles. :(

_______________

The problem as I see it is that they are desperate enough (or deluded enough) to adapt a profoundly niche activity into —something— with mass-market appeal, but at the expense of the activity itself.

It's like trying to dupe kids into eating broccoli & Brussels sprouts by making them out of marzipan.

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Apparently, the Lead Level Designer of Fallout New Vegas just resigned. This is another thing that doesn't bode well for a theoretical New Vegas 2 from Obsidian.
 
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