I have zero respect for Bethesda now

76 would have to be drastically changed to be a decent game for what it's trying to be. And most active people here will not ever say it could even be a good Fallout game.

Context matters. When you have game with Fallout in the title that brings a certain expectation to the table. A bit of context. It's going to be judged as a game of that series as well. If CoD made a Civilization game but called it CoD, people would be upset.

So imagine taking a franchise with what it used to offer, turn that on its head and make the game bad as well. That's what we have. 76 isn't a good online survival, build em up, shoot em up game. And it sure isn't a Fallout game we want either. We wouldn't even hardly mention it if it was called Apocalyphia Survival 76 instead of Fallout 76.
 
I get that, and there are standards that are attached to it. I'm not saying it's good. I'm saying it could be. Additionally, there are other Fallout games that subverted expectations, like Tactics. That brought a new style to Fallout, and was a success. 76 wasn't. It's all a gamble. I'm just suggesting perhaps be a bit lax. Multiplayer Fallout hasn't been attempted before then, and it was a hit or miss.
 
Tactics technically had multiplayer. Anyway, wasn't Fallout 2 already a divisive game for the fans? Imagine how they felt about Tactics.

Also, there's a few online Fallout games out there.
 
True, but I'm talking MMO style multiplayer, and licensed ones at that. Sure there are mods, but I speak from the official standpoint.
 
The Fallout online games/mods are more akin to MMOs than a 32 player sandbox.

Officially or licensed, sure, if we skip Tactics. Even then, old Fallout fans would rather have a MMO style game than a 32 player Rust game, I'd think. Plenty of them probably scrunch their nose at the thought of online Fallout MMOs also, especially us here.
 
I don't disagree. I don't like the idea of the Fallout MMO, but that doesn't mean I'm not open to trying it or giving it a chance.
 
There's almost no hope for 76. Instead of just fixing the game and adding new content, they've decided to kill the game and make profits from Atomic Shop.

They've started nerfing loot drops and resources- making game noticeably grindier, while testing what they can get away with in Atomic Shop. Community slapped them hard for those predatory "sales", but it seems that introduction of paid bonuses to stats and repair kits went without much fallout- as those stayed.
At this point they're just making a machine to milk those whales still left in game or those that bought it recently on one of many sales.
 
I've played Fallout and Fallout 2 to completion. I enjoyed lots about them, but I also had my gripes. Same with 3 and 4.
I know the series well, and I know there's some issues with the games.
Then you should already know better. :scratch:

However, I get that you disliking the games doesn't mean you dislike me. You may dislike my opinion, but I see no evidence of disliking me as a person.
This is truth.

You act like people who like 3 and 4 are incompetent, and know nothing of what they talk about, and that's just blatantly ignorant.
The ignorance here is in the assumption that I [and all others like me?] believe the people are incompetent... or even that the later games are bad [or that I dislike them]. The problem is as I stated... there are people who are enraptured by what Bethesda is offering in their [skewed] spin on the Fallout IP, and excepting bugs, there is nothing really wrong with the games—based on their own merits... but they have an almost complete lack of the proper merits for a Fallout game; and they each practically delight in flaunting this.

They use the IP assets regardless of whether it makes sense to do so, given the timeline. Of those, they cherry pick the most recognizable of them in a shameless 'me too' attempt to legitimize their fiat FO3 & 4.

Their Fallout attempts have so far (and for the foreseeable future) been curiously almost polar opposite to every tenet of the Fallout brand.

  • Fallout took place in a vast expanse; [comprising multiple US states].
  • FO3 had everything crammed into a 16 square mile area. In Fallout, it was a two week walk over salt flats, to reach the Brotherhood; in FO3, it was a two hour walk, and practically everything in the game was just over the next hill somewhere.
  • Fallout tenet #1: Do as you like, but live with the consequences.
  • FO3 premise: Do as you like, ignore the consequences; seriously—the PC could shoot BOS knights in the face, and later ask them for favors. They could murder whole towns, and regain their reputation by handing out polluted water bottles to lay-abouts.
  • In Fallout, the PC was your implement in the world—as in: You are as good as your tools.
  • In FO3, the PC was a digital costume, and the player could (and often did) forget about them;
    Just like in nearly all Bethesda games prior and since.
  • In Fallout, they made a point of ensuring no less than three solutions to most quests, to account for different character builds.
  • In FO3 you always wind up with the same character, and must complete the correct solution to a quest; occasionally with one binary choice in the chain of events.
  • In Fallout, the combat and Isometric view were simulations of GURPs [sans licensing]
    Fallout_Perspective3.jpg
  • In FO3, the combat was a copy of Oblivion [with the addition of guns]
Bethesda would seem to have a plan; a profitable one (minus the stumbling blocks and missteps like in FO:76).
They are (and have been) steadily simplifying their TES game template...
streamlining_the_systems_1.png

...And they used this pattern for their Fallout titles. They only make one game—they re-skin it to sell it again, and again, and again—and each time they cut more of the mechanics out.

It's the same trick that Microsoft used to do with Windows OS.

Eventually Bethesda might catch on, and make TES into a single, monolithic, ever updating TES world application...where the rules & systems could be tweaked for all with every [mandatory] update.

Fallout—their games are not; not one of them; except for their bought & paid for original titles that came with the IP... the ones they don't understand. Those first two are essentially the Fallout secret sauce, and they signify what Fallout IS...and they have run out. They don't know how to make more of it—because they never did know how to make any of it.

Todd belittles the original games; either because they fly right over his head, or [more likely I think] because he believes this of their intended consumer audience. It's the difference between giving a kid a Raspberry-Pi or a pack of fire-crackers; the later of which are cheaper and more widely appreciated by the masses.
 
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Then you should already know better. :scratch:
Hence why i'm having an hard time believing that he actually played the first two games. I know people that like the first two and the 3D fallouts, but most of them fully know and also claim that there's a noticeable drop in quality. Only person i know that claims Fallout 3 is somehow better than the first two is CTPhipps, but he's wrong on everything Fallout.

And i'm not talking gameplay, i'm talking basic stuff all CRPGs share. Like writing, characters, story, world building, pacing, clear motivations and internal consistency, all of these are done worse in Fallout 3 and 4 compared to the first two and New Vegas. There's a noticeable drop in quality in all of those things. This is "all games in Fallout have their flaws but they are good" is objectively false but all except 1, 2 and New Vegas. 3 and 4 are just inferior versions of those three in terms of quality. So, going around saying 3 and 4 are good but with faults after you claimed you played 1, 2 and New Vegas is head scratching and suspicious.

This all became much more suspicious when he started to use "rose tinted glasses for the first two games", "you just hate Bethesda games", and "you just hate new and different". Everyone that likes the first two games and the 3D games can see why people don't like the 3D games, even New Vegas, so they never resort to these types of arguments. These are arguments of people that never actually played the first two games.
 
This all became much more suspicious when he started to use "rose tinted glasses for the first two games", "you just hate Bethesda games", and "you just hate new and different".
The 'Rose Tinted' argument falls flat when there is easy access to the original, and when the two can be directly compared. It's no longer (and never was) a case of embellished memories when they have recently played both games side by side.
 
In FO3, the combat was a copy of Oblivion [with the addition of guns]

This part always makes me laugh because I remember how awful it was trying to play it in FPP. All of your rifle shots occurred at the hip (regardless of where the barrel was) because it was such a lazy copy/paste job.

High-ground engagements were completely neutered by the fact you had to position your character on the very edge, so your shots didn't clip into the edge because of the projectile originating from your hip/torso.
 
The 'rose-tinted glasses' argument doesn't fall flat, and here's why. Even if you are deadass staring at 2 screens playing one of the older ones/NV and one of the other Bethesda titles, you will always overlook the flaws of whichever you like. Not all the flaws, but you will tend to favor the ones you like. Nobody is this distanced from both titles to make an unopinionated, objective call. I understand the revampings aren't true to traditional Fallout, and they didn't succeed in that regard. But that doesn't mean the game can't be good.
 
It falls flat, yes. New Vegas doesn't look very good. It looks better than Fallout 3, yes, but it still looks inferior to games around the time. But i still like New Vegas.

Also, i fully beat New Vegas two years ago. Can't have rose tinted glasses for a game i beat two years ago.
 
you will always overlook the flaws of whichever you like.
No, I won't. There's a difference between overlooking them and having a game good enough that the flaws are more or less, worth it.
  • UI sucks butt
  • Companions in 1 were hard to equip things to or interact with enough
  • Bugs and glitches
  • Some skills and attributes are outright better than others to a point of being slightly problematic
  • 2 had too many jokes about pop culture. Also, the world felt less cohesive to me compared to 1.
  • 2's opening tutorial was annoying and poorly implemented
  • UI sucks butt
  • Game is more about shooting than it is about RPGs
  • Lots of perks are shit and don't do what perks do
  • Showing me my chances on a speech check.
  • Story is whack, don't get me started on this
  • Too many essential NPCs
  • Black and white choices are far too many. Far too few gray choices that still get hit with the black and white choice mechanic. Examples include dealing with Harold and Tenpenny Tower
  • Bugs and glitches
  • Too many amusement park quests and not enough quests that either fit in the world or actually influenced it.
  • Shit tutorial that was only ever worth seeing once if you think it was even worth seeing
  • Lack of choice usually. It's either accept the quest or not. Then the choice usually boils down to: Be an asshole or Be Jesus Reborn
  • The better DLCs aren't even as good as the New Vegas ones. The better ones are Pitt and Point Lookout. Operation Anchorage was bad. Broken Steel was just a fan response to "why my game endeded?"
  • Mothership Zeta. Yes, this DLC gets its own bulletpoint. It undermines a lot of Fallout in more than one way and was the epitome of the antonym for fun.
  • UI sucks butt
  • Bugs and glitches
  • Caesar's Legion shit was cut and never included (albeit due to time constraints) making them feel like a half assed faction.
  • Showing me my chances on any skill check via dialogue so I could just reload and go level up that skill then come back and be rewarded for it.
  • More of a shooter than a RPG, again.
  • Why is the karma system even in this game? Should have just removed it entirely. It doesn't use the system heavily which is good but it was better gone at this point.
  • Too easy to become a master of (nearly) all trades in post-DLC New Vegas if you invested in the correct perks/attributes/implants sorta deal.
  • UI still sucks butt, c'mon.
  • Game is hardly even an action-RPG at this point
  • Outside of the main quest(s) the lack of choice is annoying, the main quest choices are just choosing a faction as well.
  • Dialogue options suck. Yes, yes, sarcastic yes, maybe later.
  • Perk system is just chopped up skill system with a few additional actual perks which are just lackluster anyway.
  • Bugs and glitches
  • Focus on building settlements
  • Too many essential NPCs. Story feels like it's on a train track.
  • Story is, what again? I gotta find my son, found my son, he runs a faction now I gotta ask if Androids Dream of Electronic Sheep?
  • Weapon crafting sucks. What's the point of modular weapons if there's still a general best build for the weapon? Just give me that!
  • Half the DLC is uninteresting fluff, the other half is eh. High point being the Harbor one and the Nuka World was just amusement park quest design that didn't feel that great.
  • Level scaling issues that have been present for far too long in Bethesda games rear its ugly head once again. There should be a level cap if you can't keep increasing your damage output after a certain point. If you don't take damaging perks, you're nerfing yourself.

There's a quick run down of my criticisms of the games. I'm sure I could add more for all of them but I surely don't ignore the flaws of games I like. Rather, the flaws of the games I like are vastly outdone by the what makes the game good. Sure, there are flaws in all of these but only some of these games do enough to actually make it worth putting up with the bad parts of the game. Most games have flaws I could criticize but the ones I like are usually the ones that are worth dealing with the flaws of the work.
 
I'm gonna drop the arguments, since neither side will ever agree. I'm not gonna go back and forth and waste all my time on this because the site has so much more to offer. Just because I do this doesn't mean my position changes, though. Truce?
 
K then explain Pokemon.

You collect and battle monsters? It's a thing that exists?

That's the kind of RPG definition Bethesda's fanboys fall back on to justify how their newer games are RPGs. It's more than that, it's also about playing a role and learning to overcome the weaknesses of that chosen role while being able to use their strengths (i.e a genius with limited endurance, a brawny powerhouse with no luck etc.).

Nope, they just saying 'play a role', and when I correct them with this--they usually spaz out because it doesn't permit Fo4 or 76 to be an RPG.

Learning to overcome weaknesses and use strengths is overly specific. There are other roles than those centered around progression. As I've stated before, people are just associating nonessential elements of early tabletop and videogame RPGs with what it means to be an RPG. The idea that RPG videogames must permit only certain kinds of roles is just wrong.

I've also said this before: language is fluid, but logic is not. The only logical definition for "roleplaying game" is one with roleplaying gameplay. Roleplaying is a functional genre, it isn't subject matter. Like first person shooting, it's what you do. It's not something that dice does, or that an algorithm does. In other words, if it can happen without a player, then it's not an action which is what roleplaying by any definition is.

That is not random at all

I see we're now talking about everything except the RNG itself. What an odd way to concede the point. And here I was going to ask for an official definition of roleplaying that even mentions randomness.

Now, if RPGs depended on player physical skill, and the character is supposed to be a master swordsman, but the player sucks at controlling the character in combat, how is that roleplaying? You can pretend all you want that your character is a master swordsman, but since the character in the game is being controlled by a player that sucks at fighting enemies, that game will show a different character.

In those games (that depend on player skill for what should be character skill), you can't roleplay a character that doesn't have the same "skills" as the player.
You're roleplaying yourself with a different name in a different "world", you're not roleplaying your character.

So the game can make a mistake for the player and it's roleplaying, but when the player is actually involved in the process it stops being one? This is some Taoist level doublethink. I'm actually impressed.

Regardless, there's no reason to think that the limitations of the player should not be at play. Partly because there is literally no way to do that (they still have to build there character and make decisions), and partly because we're talking about roleplaying, not about being given a role to play. If the game decides your fate, then it's giving you a role. If you decide your fate, then you might be roleplaying.

Having some RPG elements doesn't mean your game is a RPG. A game to be a RPG has to be it at its core...

Your error is the No True Scotsman fallacy. Don't be too down on yourself, I see it quite often.

This is bogus. The stats define [to the engine or other players] the extents and ability of the player characters; without them it's all just a virtual "Let's pretend".

Roleplaying isn't pretending, but it is rolling dice? Interesting. So either you can't roleplay with just your imagination, or roleplaying games aren't about roleplaying. Honestly guys, you're just making it easy for me.

What fact?

Exceptions disprove necessity. If you say 'we need X' and I show you how it can be done without X, then obviously we don't need X. Honestly, the amount of effort being put into misunderstanding things is remarkable.

Now if they are a life-long thief, accustomed to stealing —to the point of unconscious habit... should they even have a choice?
(Is that not out of character if they do not?)

Here I can see the need for a reverse stat check in order to not steal as typically the character is wont to do... unless they are intelligent enough to know to choose a better time than their present (dangerous) situation. Some RPGs have this; especially those with character phobias, and other mental conditions, that would cause the character to regularly succumb to their affective disorders.

It sounds like you want the game to play itself for you. If we take that to its logical end then we'd have a sim.

Now we have people doing mental gymnastics to try to say certain games with RPG elements are full RPGs and not just action games with RPG elements.

RPGs must be pure, but not action games. Jeez, I'll be here all day if I respond to all this nonsense. Such is the nature of herds.
 
but logic is not. The only logical definition for "roleplaying game" is one with roleplaying gameplay. Roleplaying is a functional genre, it isn't subject matter. Like first person shooting, it's what you do. It's not something that dice does, or that an algorithm does. In other words, if it can happen without a player, then it's not an action which is what roleplaying by any definition is.
So by your definition, games with token RPG elements are acceptable RPGs? Games where the player has to actively use their imagination and act is roleplaying?

Because that definition itself seems incomplete. If that is all that is needed to be an RPG, almost any FPS would be an RPG because you are playing a role there.

Plus some of what you have been saying sounds a lot like this: https://en.uesp.net/wiki/Skyrim:Roleplaying

If simply engaging in role-play can constitute an RPG, then it falls under the Bethesda fanboy's RPG definitions.
 
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