Cascadego, read this last one at least.
>First: I am ont replying
>to any new messages on
>this thread, I have attempted
>to justify my one and
>only Fallout 3 wish again
>and again to no avail,
>this will be my last
>post.
I'm only pointing out why BIS wouldn't make one. I sure wouldn't *mind* one, but the chances of it are slim.
>When FO3 is developed, they will
>use tools to program it.
> Not one thing will
>be programmed in binary, the
>only coding a computer actually
>can use.
You are right, nobody, with the exception of core algorithms and hardware services, creates codes using binary code. Even core algorithms and hardware services have their code done in the Assembly language.
What BIS uses to create much of their dialogue and gameplay is the actual programming language itself, most notably C/C++. This is not a scripting language but a compiled language. It is what is used to make programs like Fallout, and dumpy software like Windows 95.
Why not release that code? Well, unlike idSoftware, which promotes the free source movement, and have figured out that it actually INCREASES revenue, Interplay doesn't like releasing their source code. idSoftware is smart in that they realize that it is only fans who will MOD the game, and only fans will BUY the game. Whether the source code is available or not, they still have a copyright to it and you can't develope from it unless you have a contract or agreement. What it allows is excellent MODDING of games, even greater than Half-Life.
>A scripting language will be developed
>for FO3, no matter how
>simple or complex, there will
>be one.
To tell you the truth, programmers hate making scripting languages. First you have to make the language (grammar, commands, functions, etc.), and the command parser, and then check for script errors, allocating memory for user-made variables, and other things. The sad thing is that usually the scripting language is harder to work with than the regular C/C++ they program in (less familiar, odd syntax, and slow speed).
Programmers will only make a scripting language so others, those without the expertise to edit code, can code their own stuff.
>A script interpreter is not a
>major factor for two reasons:
>#1 game speed is not
>an issue with a turn
>based RPG, and #2 if
>someone scripts an event wrong,
>BI isnt responcible, leave it
>to the creator to figure
>out.
However there are always tons of people who will fill the board with questions on "how to use the editor?", "what did I do wrong?", "why doesn't this work?" and other such questions. It is really a pain.
>An editor does not have to
>be easy enough for normal
>people to use. That
>would promote senselessly stupid levels
>being produced at a rampant
>rate. A more complex
>editing tool it preferrable in
>my opinion, as only those
>dedicated enough to level creation
>will attempt it.
Personally instead of a simple editor, just release the source code to the editor and let the public edit it into a better program. Unfortunately Interplay isn't like that.
>Testing would be a problem, however
>if something is wrong, they
>would patch it, like with
>FO1 and 2, neither of
>those games shipped without bugs
>or errors.
Do you really believe that? There was what, ONE patch for Fallout 2, despite the bugs that were STILL in it afterwards? And an editor would take a lot more ON TOP OF the game.
>Piracy and profitability are both good
>points; however these both are
>not as big of problems
>as they seem. BIS
>gets paid per unit shipped
>to the stores, not per
>unit purchased by consumers.
>As long as the game
>shows enough demand, they will
>make the same amount of
>money wheter stores sell their
>entire stock, or only half
>of it.
Still, the less units sold, the less units ordered by the shop.
>Maybe there isnt much demand in
>the RPG field for an
>editor, but Fallout has a
>unique, or at least greatly
>enjoyable if not original atmosphere.
I agree with that.
> Maybe it is time
>to expect a computer Role-Playing
>system that is easily modified
>and user-definable. Role-playing started
>with pen and paper, and
>while there were pre-made campaigns
>available, for the most part
>players were left to themselves
>to create the story.
>A return to the origins
>of role-play would benefit the
>entire genre greatly. Anyone
>disagree?
However where's the cash flow for Interplay then? If people make their own RPGs, and they are GOOD, why would anyone really need to buy RPGs from BIS then?
>I disagree in part. RPGs
>are really for multi-player experience.
However they are a different sort. Rather a multi-PERSON experience. I had a great time with a friend an a Sega Genesis RPG. It was the sharing of ideas and the game, not playing as a character in the game side by side.
> Thats how they started.
> Have you tried to
>role-play alone? People look
>at you very strangly.
>Granted, Fallout would lose much
>of its playability if it
>was Multi-player, but that option
>should be available. If
>you dont want Marcus running
>around doing his own thing,
>why not have a friend
>dial up ur comp, and
>play his character as your
>friendly if not accurate NPC.
The problem with that is: what if they die? what if there's a dispute about if your companion wants to go deathclaw hunting? Now you've got an independant character. What makes matters worse, is that you can't go off on your own agendas (the laws of FOOL prohibit it), so you all have to decide on what to do.
Also, unless there is one person controlling the character or story, I've found that attention to the storyline really goes downhill. Soon players get bored and want to go shooting everything. It is the entropy of Multiplayer RPGs.
>I agree that there is a
>story and you play through
>it, however what is to
>keep you from creating your
>own after you have completed
>the one shipped with the
>game?
As I said before, I wouldn't mind it, I just don't see it likely.
>A scripting language wouldnt be all
>that difficult to develop.
>Especially if BIS is intending
>to develop a new game
>engine for FO3.
>A computer program is created by
>using a "Programming Language", much
>similiar to what you refer
>to as a "Scripting Language".
However that language is developed by people who have a lot to gain by creating it. Making the language is easy, making the parser is not, and it is especially hard when you have to compensate for non-programmer types and cannot have bad memory calls, and direct access to hardware, etc.
> The language you use
>does eliminate options. If
>humans were smart enough to
>code in binary, then they
>would, and there would be
>no need for graphics cards,
>600Mhz chips, 300 Mbytes RAM,
>Etc.
But humans at BIS *don't* program in binary, they compile their C/C++ programs and sell it. It is faster than scripting, they don't have to make a scripting language, and it is easier (for programmers).
And no, we'd still need the good hardware for some things, like graphics acceleration. Even the best assembly programmer can't create graphics that run fast enough to compare. However Windows could run a little better.
>A scripting Language does not have
>to limit
>options.
It doesn't, but it takes time to implement options.
>Basically the capacity of any editor
>is directly proportional to the
>amount of effort went into
>developing it. Maybe for
>once, we gamers as a
>body should demand software that
>is both quality, and developed
>with the user in mind.
But until 14 year-old ACNE-infested boys don't wait in line for their Final Fantasy interactive movie, we won't see that.
Actually, it takes the game developers to make users demand it. DOOM started it all with the open specs on the WAD format and the maps format. Since then idSoftware has taken GREAT lengths to allow powerful modding of their game, to the extent that they bought the LCC-Win32 compiler source code and modified it to make Quake III DLLs. Hell, they even release the source code to their games, brand new games too, like Q3A (I've got the source code).
If you want to take a stab at programming so you know what I'm talking about, get the free 32-bit C/C++ compiler, DJGPP (
www.delorie.com/djgpp/) and get the Allegro graphics/game library at (
http://www.talula.demon.co.uk/allegro/). It is really easy to make games with that.
-Xotor-
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