Ilosar said:
Thanks Jesse for the explanation. It certainly makes a lot of sense from this point of view.
Still, myself, as a player, find this approach flawed because a novice player has no idea he will not find energy weapons or big guns for quite a while (pretty much the endgame, in fact). He may just make a new game, but he still has to know beforehand to make the 'right' choices; tagging Big Guns is a gambit because they are not that great even when you actually get them. This is limiting options more than anything.
It may not be a design decision, but it was the result from my point of view. The New Vegas way is much better imo, showing you a beginning area where the utilities of pretty much all skills are shown and making all of the weapon skills useful from the start. Not that the game has no problem on it's own with weapon progression (explosives, mostly, after the patch).
Yep! Although I might ask, how many times did you start playing
any CRPG, then shuck the character and start over shortly after the tutorial because you discovered that your willy-nilly set of skills and powers didn't work all that well? I know I do that most of the time.
Also, like I said before, it was '96-'97. Other CRPGs from that era included Wizardry Gold (pretty much no skill checks outside of combat or lockpicking, but it's a remaster of Wizardry 7 from '92); Ultima 8 ('94, no skills at all!), Might and Magic: World of Xeen (compilation of 4 & 5, from '92 and '93 respectively); Elder Scrolls 2: Daggerfall; Realms of Arkania: Star Trail ('94); Ravenloft: Stone Prophet ('95), etc. CRPGs were in a position where a lot of games were moving from iso to first-person perspective, where designers were questioning whether to have parties or stand-alone heroes, and where the idea of having consistent challenges for a wide range of skills over the course of the entire game was still a pretty new one -- remember, a lot of the genre stemmed from D&D roots, where there weren't even any skills outside of the "secondary skill" system in the DMG in the 1st edition, and proficiency checks never really made it into any of the CRPG adaptations anyway. (Baldur's Gate hadn't come out yet, either!)
I would argue that experience has shown us that the player needs to feel like their skill choices present viable options for game progression, and that sometimes your choices should give you a special "bonus" or unique way to solve a problem. Back in the day though, just having problems that were solved without combat was still a pretty novel approach! (It was not common outside of the Ultima series.) Obviously, if Fallout 1 were made today, we'd either offer the player ways to start with low-powered versions of specific weapons (Vault-Tec cutting laser tool, perhaps, or a SAW for Big Guns types) or else make it clear at the outset that you will not have access to those kinds of weapons until later in the game, so that the player can make informed choices. To some degree, those kinds of development experiences have informed changes to the SPECIAL system for subsequent Fallouts; after all, Gambling is really not a skill that will win the game for you in Fo1 (although it has that hidden use in the military base!), First Aid and Doctor really did create an unnecessary overload, etc.
Remember as well that the mid-'90s was an era in which tabletop RPGs had a lot of "skill bloat." GURPS and the World of Darkness both had wildly expanding skill lists in the attempt to create more "realism" by being very specific about what characters knew how to do. We know now, of course, that this creates more problems; players don't know which skills to take, and wind up with weird edge cases where they are missing a specific skill and thus fail to have an archetype covered ("I need Lockpicking as a separate skill? But I put four dots in Security for that!"), plus you get questions about when certain skills are appropriate vs. other skills, making lists of skills is tedious and space-consuming, character creation takes forever, etc. Similarly, in Fo1's SPECIAL system one of the design priorities was that skills roughly had different groupings and there was sometimes a distinction drawn where one was unnecessary, or a skill was shifted to create parity for what attributes were important with the notion that there was no "super-stat" that had to be high to be a successful character. Nowadays, of course, we would just make sure that skills have lots of different places for use and that the utility of various high abilities is spread around, so even if one ability has a strong influence on your skills (say, IN) other abilities still give you benefits (high ST, for instance, which is usually a low priority in games with high tech). This is modified by the factor that skill use is generally active and thus feels like the player is driving the interaction, versus passive benefits like DR or rad resistance which are not "sexy" because you aren't activating them . . .
Yadda yadda, I'm getting kinda carried away here.