Fan interview polls question

Brother None

This ghoul has seen it all
Orderite
The Bethesda Game Studios Forum Q&A is nearly finished, a pre-selection of 40 questions done by Gizmo, Alexander and Briosafreak is prepared in a forum thread ready for voting by registered users.<blockquote>Alexander, Briosafreak, and myself have, over the last nine days, gone through the threads collecting suggestions and have compiled the list, sorted it and then condensed it. There are 40 uniques left. These represent the most popular and/or most informative questions that we recorded, and that were submitted before May 18th.

There are only 20 slots [officially], and an extra 5 set aside as alternates or bonus questions.

We have decided to post a multiple choice poll, to let the forum members choose for themselves what questions they value most from our list. After three days we will assemble the final draft from the top ranked questions in this poll. These will then be the questions submitted to Bethesda for the second Official Fan Interview.

We ask that you pick only 25 so that you do not dilute your vote, and so that the ones you select have a better chance at a higher ranking. </blockquote>Link: BGSF interview thread.
 
There are good questions in there, but some that have already been answered (#4, #14, #16 have been answered). But some really good questions in the second half. Questions that require factual, clear answers are best.

And some are just inviting the usual...uhm...adaptations of truthfulness we know of Bethesda. Honestly, this question:
How advanced will the AI of NPC’s be this time around? Are they really going to have a life? Speaking to other NPC’s in a logical manner, traveling and trading with faraway places, really appear to be real people? Thinking for themselves, possibly deceiving the player? Submitting to the player rather than him when they know they’re no match for him?

They've already said they're improving RAI for Fallout 3. Considering how much they outright lied about RAI in Oblivion, I really don't think it's a good idea to ask for details this time around. We're just going to get more...uh...adaptations of reality.
 
19. Will the PC version of the game include some sort of SDK or level editor like Elder Scrolls games have? If not, might one become available via download in the future?

Please, please, vote for this question.


In case you're saving that vote for anything else, I happened to get some of Bethesda's answers beforehand so let me help you out:

Q) How advanced will the AI of NPC’s be this time around?
A)PR BS aside, it's a slightly modified version of Oblivion's Radiant AI. It is radiant as it is intelligent, if catch my drift.

Q)Does difficulty setting has any impact on non-combat and combat gameplay?
A)No.

Q)Are there going to be traps that we not only have to avoid, but ones we can set up and lie in wait for people?
A)No.

Q)Will weather affect the game play in some manner?
A)This is going nowhere so let us spell it out for you: your Intelligence stat doesn't impact dialog trees. What does it mean for the non-essential elements of the game? Take a hint and stop dreaming.

Q)Are there items, aside from power armor and bobble heads, that boost stats or skills? What can you tell us about them?
A)They boost stats or skills, stupid.

Q)Will nuclear weapons leave harmful radiation behind after you or an enemy uses it? And what will the effects of said radiation be?
A)Shot a car/meet a radiation-shooting ghoul -> Radiation up -> HP down. Don't like it? In the famous words of an infamous public servant, go f**k yourself. Next question.

Q)Which of the following, if any, will be featured in Fallout3; Romance, Sex, Homosexuality, Nudity, Prostitution, Slavery, Cannibalism, Children, Child killings, drugs, addictions? And of the things that won’t be featured, can you explain why they won’t be included in the game?
A)Oh good golly gosh, goodness gracious, lord, no... Gee, mister, you made me blush...

Q)Can you tell us more about the weapons that are going to be in the game and what they do?
A)It's nice to meet Bethesda's target audience. Beth didn't answer that particular question so let me take it on. What do weapons do? What your parents should have done a loooong time ago, buddy.

Q)Could you outline your thoughts on the matter of ensuring that choices and consequences provided by the various quests within your game are crafted so as to be more non-linear than simply the superficial choice between "good, bad and neutral"/"affirmative, negative and nothing?" Also, will there be other aspects to choices in Fallout 3? Political? Philosophical? Exactly how far will you go with the player's moral freedom, the "gray" solutions?

A)....yeah... what you just said...
 
Note that Bethesda is under no obligation to answer. They've clearly stated they chose not to confirm or deny a modkit for Fallout 3 so far. They might decide a fan interview is good timing to answer it, but equally they might simply discard the question.
 
Brother None said:
Note that Bethesda is under no obligation to answer. They've clearly stated they chose not to confirm or deny a modkit for Fallout 3 so far. They might decide a fan interview is good timing to answer it, but equally they might simply discard the question.

Oh, that goes without question. Voting the question up, however, may make it slightly more noticeable and (which is unlikely) difficult to avoid. But yeah, I'm holding my breath on this one.
 
I'd say they're noble for letting the fans decide upon the questions they'll answer, but then I think: why don't they simply answer ALL the questions? It's not like they haven't already given answers to some of these elsewhere or won't simply answer some of them with "I cannay say that."
 
Brother None said:
There are good questions in there, but some that have already been answered (#4, #14, #16 have been answered). But some really good questions in the second half. Questions that require factual, clear answers are best.
Yeah, I can hear Todd, or Hines or Emil or whoever it is, weaseling themselves out of them already.
We're not ready to to talk about that...
You'll have to trust us...
We're big fans...

Anybody not remember the grand strokejob that was Oblivion prerelease?
 
I also got a couple of answers for the questions beforehand so I'll share them here as well.

1. Will it be possible to finish the game using no weapons but only hand to hand combat? And when you level that skill up, do you just do more damage with the attacks you already have or do you learn different and more moves?

No. So you really think you will be able to kill something like the supermutant behemoth with only your fists? There is a reason we put the Fatman in the game.

2. Will the PC be able to crouch, kneel, lie down, and climb? And what are the benefits to that overall and in a combat situation?

No, no, no, and no. Well you can kinda crouch but all it means is that you are sneaking. The second question doesn't really matter since none of those are in the game anyway, but...um I guess they would make it less likely that you will get hit.

3.How will weapon reloading be accomplished during combat?

You wasted a question to ask this? Wow you guys must be all Xboys or something huh? This question is so unimportant that I'm not even going to bother answering it.

6. What can you tell us about the way Armor works, will it come as a full set or as parts, and how will it influence perception? Will there be a special HUD when wearing it?

I don't know, who gives a shit? If you are really going to base your decision of buying the game on whether the armour will come as a set or in parts then all I have to say is god help you. As for your other questions 1) we are in the tweaking stage so I can't say which armours may or may not influence your perception, 2) no.

7. Can you tell us more about the weapons that are going to be in the game and what they do?

Fatman, Cryolator, Mesmetron, Rock-It-Launcher, Flaming Sword, BB Gun, AK-47. Try reading some previews before you waste questions like this k?

8. Are children and otherwise non essential or non quest related NPC’s vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people?

If they are non essential then you can kill them and if they are essential then they fall unconscious for a couple of seconds and then get up again, just like in Oblivion. Anyway with half a clue could tell you that.

9. Are there any non-hostile supermutants, ghouls, robots and the likes with which you can interact like a “normal” NPC? Can we use them as Companion NPC’s?

No. "When dealing with supermutants dialogue isn't really an option".

Although NMA's preview mentioned that you were able to interact with the Mr Handy robot. How did this work Brother None, was it done in a dialogue screen like the NPC's one or was it something different entirely?

10. What can you tell us about companion NPC’s? About their limits, their abilities, how everything works exactly.

You give them a follow package and they follow you and shoot at shit that shoots at you. You can also tell them to wait here or follow you if you have told them to wait.

12. How advanced will the AI of NPC’s be this time around? Are they really going to have a life? Speaking to other NPC’s in a logical manner, traveling and trading with faraway places, really appear to be real people? Thinking for themselves, possibly deceiving the player? Submitting to the player rather than him when they know they’re no match for him?

Individual NPCs are more detailed, the dialogue is more NPC specific so they look like they know each other (even though they don't) and so you don't get endless conversations about mudcrabs, the Fighters Guild, and how High Elves train goblins. There is also a new sanbox package that will probably mean some sort of random behaviour or something. Other than that: PR.

13. How much can you tell us about the stats, skills, traits and perks featured in the game? And what skills/perks were carried over from previous Fallout games? And why choose the ones you did carry over and why did you not choose the once that were dropped?

We aren't ready to talk about this yet although we've put a lot of effort into making it super awesome.

15. What can you tell us about the effort you’ve put into balancing SPECIAL?

We put a lot of effort into it. Did you really think that you would get any other than this?

16. One of the previews mentioned perception effects when you see enemies on your radar. What can you tell us about said radar? Should we think of something along the lines of Counter strike, or a quest compass like Oblivion had? And if the latter, are we able to toggle it?

It's going to be like Oblivion with different graphics. Making it toggleable would mean that we need to go back to writing directions and since our designers are lazy shits we prefer to just chuck a quest target onto it and force modders to do all the work if they do want written directions and no quest compass. So no, it won't be toggleable.

17. What will the Interaction between two agresive NPC's or creatures. in regards to each other. A possible scenario where a couple of ghouls and some mutants are at a close distance. Do they fight amongs each other. Do they ignore you. Do they both attack you? Just wanted to get it out of the way. Will they follow you until you reach the next town?

It's just like Oblivion. Some of the time they will fight you and some of the time they will fight with the other creature. Whichever one they have the lower faction reputation with. They'll follow you along for as long as they can see you and then some, so if you are slow then they will follow you along till the end of time, if you are fast you can lose them. Just like in Oblivion. I mean jeez guys, it's the same engine, the same design philosophy, the same team, probably a modified version of the construction set, do you really think that the gameplay is going to be so totally different from Oblivion that you need to ask things like this?

18. How much of a role does morale or fear play for an enemy? And how much difference is there in intelligence and combat tactics found in different enemies?

If we set their confidence level to 100 they will never run, if we set it to 0 they will always run. If we set it anywhere in between then it checks against a whole bunch of stuff and they might run. Each creature has a different combat style.

Again, just like in Oblivion.

19. Will crimes committed in one place, automatically be known everywhere and by everyone? Or is this limited?

Limited since we copped a lot of complaints about this for Oblivion. This question has already been answered in an interview by the way.

20. How advanced will the AI of NPC’s be this time around? Submitting rather then fighting the player when they know they’re no match for him? Making use of environment in combat? Using shops/dropped items to equip themselves properly for tasks?

See the response to the AI question above that started with the exact same words.

1. How much diversity will there be in the factions (and structures of factions) found in Fallout 3? And what can you tell us about the factions that will be featured?

Not many. Not ready to talk about it.

2. Which of the following, if any, will be featured in Fallout3; Romance, Sex, Homosexuality, Nudity, Prostitution, Slavery, Cannibalism, Children, Child killings, drugs, addictions? And of the things that won’t be featured, can you explain why they won’t be included in the game?

I'm not going to address any of those specifically but I will give you some spiel about how we are putting in what makes sense and what is in the spirit of Fallout.

3. Could you outline your thoughts on the matter of ensuring that choices and consequences provided by the various quests within your game are crafted so as to be more non-linear than simply the superficial choice between "good, bad and neutral"/"affirmative, negative and nothing?" Also, will there be other aspects to choices in Fallout 3? Political? Philosophical? Exactly how far will you go with the player's moral freedom, the "gray" solutions?

Another PR spiel about something that Bethesda has shown no capacity for doing.

4. Can the player fail to succeed in a mission without dying and thus resulting in a “game over”? For instance if the player becomes a mutant or is captured?

Bhahahahahahahahahahahahahahahaha. No. What would our Xboy fanboys say if we did that?

5. Will there be a time limit for certain quests?

Another question so pointless I'm not going to bother answeing.

7. Is it possible to provide us with some examples for what a dialogue tree might look like? And what the actual dialogue looks like in game?

Don't you guys get it yet? No, stop asking.

9. What will the map travel look like? A dotted line that slowly crawls towards the destination on the map, or Oblivion type fast travel? And will there be random encounters during said map travel?

Oblivion style fast travel. This game is based off the Oblivion engine remember.

14. Does difficulty setting has any impact on non-combat and combat gameplay? If so, can we get some examples?

Only combat gameplay obviously. All increased difficulty means is that the enemy hits harder and you hit weaker. Just like every single game in existence.

15. What is the reason you chose not to go with the composer of the original Fallout music?

I'm not going to answer that since it isn't about the game. Who said anything about oil? Who you been talking to? *Todd Howard takes a quick look around the room, then along with all of the Bethesda representatives makes a break for the door*.

17. Can we skip the tutorial? If so, how have you gone about making sure it won’t feel stilted? If not, how have you worked to prevent it from becoming painfully repetitive?

Nup. More choices squeezed into a small period of time than the rest of the game put together.

18. What sort of weather effects will we be seeing and how much impact they will have on the game play

Sun, cloud, rain. They'll have jack shit effect on gameplay.

Hey I just answered 27 questions for you. We don't even need to bother sending the interview into Bethesda.
 
It's just like Oblivion. Some of the time they will fight you and some of the time they will fight with the other creature. Whichever one they have the lower faction reputation with. They'll follow you along for as long as they can see you and then some, so if you are slow then they will follow you along till the end of time, if you are fast you can lose them. Just like in Oblivion. I mean jeez guys, it's the same engine, the same design philosophy, the same team, probably a modified version of the construction set, do you really think that the gameplay is going to be so totally different from Oblivion that you need to ask things like this?

You do realize that not everyone has played Oblivion?
 
I think the very first question should be:

1. Do you promise to be completely upfront and honest in your answers to the following questions?
 
Yellow said:
I think the very first question should be:

1. Do you promise to be completely upfront and honest in your answers to the following questions?

Todd Howard "Hey! No one said anything about being honest in answering!"
 
Still no answers? Damn.

Oh, as far as Bethesda questions go, there was one more question on my mind. How come a 2008-2009 fps game doesn't seem to feature any architectural shadows? Are they that incompetent? Well, at least we'll get to know how much effort they’ve put into balancing SPECIAL. Can't wait to hear the answer to that one, heh..
 
Ranne said:
How come a 2008-2009 fps game doesn't seem to feature any architectural shadows? Are they that incompetent?
Lol, that goes without saying :twisted:
 
hehe. oh well, at least i got my questions in before the big ban. looks like two of my questions made it...or were at least asked by a few others. this was my big one:

"Are children and otherwise non essential or non quest related NPC’s vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people?"
 
TwinkieGorilla said:
hehe. oh well, at least i got my questions in before the big ban. looks like two of my questions made it...or were at least asked by a few others. this was my big one:

"Are children and otherwise non essential or non quest related NPC’s vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people?"

That has also already been answered.

Jeesh, guys.
 
Not children, the answers were not final. And the quest essential people is something that needs more clarification, and hopefully some quantification.
 
Briosafreak said:
Not children, the answers were not final. And the quest essential people is something that needs more clarification, and hopefully some quantification.

Children are immortal. If you actually needs the confirmed then you probably need a sign saying "Don't jump into the shark pool" or otherwise you'd jump into the shark pool.

Quest essential people can be killed. Plot essential people can not. They are trying to minimize this, but yes there will be immortal NPCs. Who, when, where? Dunno, but they're not going to tell us that, are they.
 
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