Here's some bonus:
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 inEven if New Vegas 2 was made it would not have the same team so it would not be the same.
And that's what Chris Avellone is saying as well: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.
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.
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 It's probably out of date, but here's the link anyway.I think a Fallout game set in the Yellowstone region would be pretty interesting.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.
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.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.
Sure, #4 to #7 all makes sense, I guess. But that first three 'mistakes', especially Mistake #1. It still makes my blood boils.
- 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.