I want an old school Fallout game again

I want something set in a proper underpopulated desert again, without overdoing the 50's theme. Fallout: Four States Commonwealth, before CL becomes dominant is the only setting that really works for me.
I wouldn't mind an isometric game with text dialog and the rare talking head if the UI and art looked good.
 
According to Raul from NV, before Caesar's Legion showed up that area was filled with raiders and pretty uncivilized.
 
The Dutch Ghost said:
-A more large scale and complex storyline.
FNV's storyline fitted well for the size world it played it, but I found most of its story material the main game stuff you found in Fallout 1 and 2 while you were working towards the real revelation of the game, something like the Master, the Enclave President or Dr Presper who were working from behind the curtain.

Amen brother, Amen....
 
I"m torn between using first person or third, whether with a camera following you or an isometric view or whatever. I kinda prefer the first person or a normal third person more for the whole 'immersion' thing. It's easy to get sucked in.

I'd prefer a larger map that lets you move around smaller areas; even have one or two areas that are mostly desolate open space, with little in it other than maybe a dozen locations to visit, spread out along a road or hidden out there.
 
What I feel is a problem when developers use a big 'real time' map to connect locations and settlements is that you end up either with a very compressed map with locations on only a stone throw away from each other, or a map with loads of emptiness the developers have to fill in some way or another in order not to make travel to boring for the player.

This can lead to stupid and very out of place stuff.
 
In Daggerfall, the world is giant. And I mean GIANT. It takes approximately two weeks in real-time to travel from one end of the world to the other. I think it's awesome idea. And with id's MegaTexture technology, possible to be made in modern game. And as Zenimax owns id now usage of this technology shouldn't be a problem. And we can have our beloved Pip-boy 2000 map back :D
 
It should be possible to go anywhere in real time, but just like in Daggerfall the distances should be realistic so it would be encouraged to use fast travel.
I don't know if a world the size of Daggerfall is possible even with MegaTexture or similar technologies, though.
 
The Dutch Ghost said:
What I feel is a problem when developers use a big 'real time' map to connect locations and settlements is that you end up either with a very compressed map with locations on only a stone throw away from each other, or a map with loads of emptiness the developers have to fill in some way or another in order not to make travel to boring for the player.

This can lead to stupid and very out of place stuff.

They could've fixed that by adding randomness into the traveling like in FO1&2 by using a map travel system..

One thing that pissed me off was the final fantasy8 bs and essential people not marked essential dying due to being spawned in hostile locations. I.e Sydney and the 5 or 6 merchants.
 
They should just use Just Cause 2's game engine for their open world. Then we could have the pleasure of walking 400km to wherever we wanted to go.
 
That's basically what you'd be trying to avoid with the fast travel 'overmap'. You can use that to get from one side of the territory to the other, but when you arrive a location, you start out on the edge of the map and can work your way in/around/etc. And bigger, far emptier maps that could serve both to add a sense of desolation alongside random encounters and etc. So if you wanted to, you could walk from one side of the wastes to the other, and that's how you'd be able to explore the open areas for secrets and hidden caches and such.
 
Hassknecht said:
I don't know if a world the size of Daggerfall is possible even with MegaTexture or similar technologies, though.

There's this guy, that makes DaggerXL, a complete recreation of DF's engine. he stores whole terrain in form of around 1k-res heightmap, with pretty decent results. MegaTexture allows use of textures with resolution of tens of thousands of pixels. Heightmap with resolution of 10kX10k would make pretty nice base for huge terrain. Then, with generation of various types of terrain (sand, rock, etc) based on another colormap and with random placement of props (rocks, foliage, debris, rubbish), this could give pretty nice results with minimal need of cumputational power increase. I also wouldn't mind randomly generated dungeons, caves and towns (randomly generated towns actualy make sense - in post-apocalyptic world people would only care to build some kind of shelter/shack/house, whithout much concern about road layout, I suppose). Those were just awesome in DF.
 
DarthBartus said:
Hassknecht said:
I don't know if a world the size of Daggerfall is possible even with MegaTexture or similar technologies, though.

There's this guy, that makes DaggerXL, a complete recreation of DF's engine. he stores whole terrain in form of around 1k-res heightmap, with pretty decent results. MegaTexture allows use of textures with resolution of tens of thousands of pixels. Heightmap with resolution of 10kX10k would make pretty nice base for huge terrain. Then, with generation of various types of terrain (sand, rock, etc) based on another colormap and with random placement of props (rocks, foliage, debris, rubbish), this could give pretty nice results with minimal need of cumputational power increase. I also wouldn't mind randomly generated dungeons, caves and towns (randomly generated towns actualy make sense - in post-apocalyptic world people would only care to build some kind of shelter/shack/house, whithout much concern about road layout, I suppose). Those were just awesome in DF.
Yeah, I know about DaggerXL. I sure hope it gets finished soon :D
I guess if you keep the visible range low enough, it might work.
Were the towns randomly generated, too?
I thought that at least some of them were fixed.
 
What I would love is a Fallout game set in the timeline between the war and Fallout 1, in a different location, that isn't completely effing stupid setting-wise like Fallout 3 (which FELT like it was set before Fallout 1 in terms of how developed the world was, but was actually set decades later, had no characterization and poor dialogue, etc...)

I want to really feel like I am in a world that is simply surviving, rather than developing. And it's not like I didn't love Fallout 2 and NV, because I did. What they did, they did very well. I would just love to experience the flavor of an immediate post-apoc, rather than decades later.

An isometric view would be great, and I think games like Dragon Age: Origins and the upcoming Diablo 3 prove that it's still viable. I never bought that games HAVE to be first person to appeal to gamers nowadays. But I know they're not going to switch the series back to an isometric view, so they really ought to bring the feeling of the series back to that of a real post-apoc. I don't dislike the first person perspective. I LOVE exploring the world in both 3 and NV, and I would love it even more in a world that is both polished AND actually feels ruined rather than half-fixed. NV had the former, FO3 had the latter, and I want to see that combined.

I think I read somewhere that Bethesda absolutely refuses to bring the series back in time, but they're really dropping the ball on this one. There's a lot of gold to be mined in that kind of storyline. A society that has been completely obliterated, dealing with life in a newly radioactive wasteland, handling the issues of their people turning into ghouls, etc...why WOULDN'T they want to explore this? Set it in Texas, set it in Michigan, set it anywhere but California and you will not have to deal with anyone feeling like it's a prequel with a predetermined outcome.
 
Thing is, it always sounds like Fallout: Sandbox some people seem to be screaming for.
People just surviving, trading, hunting, doing mercenary stuff with no general connection.

Going to be honest man, I absolutely do not care for such a game as it basically comes down to be a MMORPG but as a single player, with little development or change.

To me a story campaign or quests ties all this stuff together, you live the post apocalyptic way or the post post apocalyptic way and during your 'regular' adventures you discover that something far greater is going on, be it a shadowy conspiracy or a war between settlements or factions that would inevitably change the wasteland in time.

I am not much a fan of static worlds, or grimdark worlds were hope is basically absent and whatever good you try to do in general has no to very little impact.
A lot of these worlds seem to be focused on glory in battle, and often a very empty version of that.
 
My dream idea is a game that takes place over an area where you are just one normal dude, starting as some young dude/dudette in the wastes and first through a series of unlikely events all the way to your own schemes/plots you and your town (or merc group or whatever you like) expands and becomes more powerful and etc. Or dies. I was thinking of accelerating through more boring bits of time based on what you did/didn't do over the previous period of years, with that meaning more or less periods of peace between 'stuff happening'. Similar to how DA2 works, but different.
 
These days I'm thinking of changing Shelter setting to post-nuclear Soviet Union.

Because I grew up in former USSR for 17 years and don't want those memories to go to waste.

On the other hand, they would still need to be believably extrapolated into a post-apoc setting, and the question arises, how is one post-nuclear land going to be truly different from another?

Just a bunch of ruins, after all. With gimmicky faded Soviet posters ;)
 
Go with what you like shihonage, its your creation and you do not have to conform to the demands of others if you do not want to.

I know that Fallout Yurop Berlin I work on and ask Hassknecht, Mikael Grizzly, and other fellow Europeans' their advice for is not the most original setting.
But when Team Yurop made that setting it really spoke to my imagination and since then I found various sources of inspiration to make FYB unique but still feel that it takes place in the Fallout setting.
 
Thanks, The Dutch Ghost. I've already boldly done that by shifting Shelter to another planet earlier, which, chances are, lowered people's interest in it already ;)

If you only knew how many documents were written about that stupid planet...

About "capturing" the Fallout setting - my project cannot take place in the exact "Fallout" setting, because I want to be able to sell it ;)

This actually brings some problems, because I love Fallout's iconic location archetypes - Shady Sands, The Hub, The Glow, Junktown - which are hard NOT TO REPEAT in a "ruined" setting of any sort - even in the "grimdark planetary colony" one.

One can call Junktown "Scrap City", and The Hub a "Bazaar", but they'll still carry the same function. And there's gotta be a settlement somewhere that is quiet and mostly peaceful, whether or not it is called Shady Sands ...
 
shihonage said:
One can call Junktown "Scrap City", and The Hub a "Bazaar", but they'll still carry the same function. And there's gotta be a settlement somewhere that is quiet and mostly peaceful, whether or not it is called Shady Sands ...

Yes, I have experienced the same problem as well, and also with factions to the point that it became extremely frustrating.

Fortunate it helps to talk with others about it, and sometimes you get inspiration from other source.
A lot of those old science fiction books I read are really helping out now.
 
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