IGN interviews Emil Pagliarulo

They never were there. I think in the end it turns out, that your dad never disappeared and all you saw, was just a coma-dream after your-badass dad punched you out saying something around the lines of "Ahh fucking sucking motherfucker!" - Because swearing is funny ;)
 
Brother None said:
-Brotherhood of Steel is a "neo-knightly organization that is waging war in DC" (direct quote)
Well, they are, aren't they? They sure look like a modern military order, with paladins in shiny armour and scribes wearing robes.
Knights and monks.
Alright, we're dubious about their presence in DC, but he's just stating what we already know, and giving a sufficiently accurate description of the Brotherhood for people who aren't familiar with Fallout.


Nim82 said:
Hardly immersion breaking imo.
Having to turn off an invisible wall not far from the "relevant" area by using a console command isn't immersion breaking? Interesting.
 
Claw said:
Alright, we're dubious about their presence in DC, but he's just stating what we already know, and giving a sufficiently accurate description of the Brotherhood for people who aren't familiar with Fallout.

BoS has a strictly hierarchal non-feudal base of organisation, while its interaction with the outside world in Fallout 1 and 2 is xenophobic, unhelpful and obsessed with preservation of technology. The only knightly thing about them is the name of some of their ranks, so no, "neo-knightly" isn't a good way of describing them
 
They are still a military order, with at least superficial similarity to medieval knightly orders.
To most people, a knight is an armoured warrior, not a vassal to a medieval liege.
Besides, I don't think the concept of feudalism is so relevant to a medieval military order. You just need a new justification for the rank of knight, or paladin, which again, most people don't associate with fiefdoms in the first place.
And what's wrong with being hierarchical?
I don't think their xenophobia or obsession with the preservation of technology speak against that either. If anything, it gives them a cause in place of religion, and reinforces the order concept, as opposed to other armed groups, like the Gun Runners who are simply weapon dealers.
 
Oblique Strategy said:
The problem with creating real-world obstacles is that you inevitably end up with game characters that are immensely powerful and capable of pretty impressive feats in the game environment, but cannot pass over a comparatively trivial obstruction placed in their path.
That's only true if you presuppose bad design. How about areas of extremely high radiation? You could easily design this so that any character drops dead eventually, provided they don't cheat. If they are willing to cheat, there is nothing wrong with providing an invisible wall that stops them eventually, at a point a normal character won't reach anyway.
 
Claw said:
Oblique Strategy said:
The problem with creating real-world obstacles is that you inevitably end up with game characters that are immensely powerful and capable of pretty impressive feats in the game environment, but cannot pass over a comparatively trivial obstruction placed in their path.
That's only true if you presuppose bad design. How about areas of extremely high radiation? You could easily design this so that any character drops dead eventually, provided they don't cheat. If they are willing to cheat, there is nothing wrong with providing an invisible wall that stops them eventually, at a point a normal character won't reach anyway.

An impassible "great wall of radiation"? when there's these nice anti rad power armor? :P unless you have SOURCES of extreme radiation lined up all around the area I'm pretty sure someone in a power suit could get through. And if even someone in a power suit couldn't get through, the radiation would've killed everything within a place the size of Washington DC by now, or at the VERY least a "pure human" fresh out of the vault without any mutations for rad resistance.

Oh, and don't get me wrong, I have nothing against limited map sizes or anything like that, but when a company claims that all their changes are so people can feel more "realistic"....

Lovely 'E-MER-SHION" right there :P
 
Señor DeLuxe said:
...having an insurmountable wall of cars piled up in the wasteland...
Are you out of your f'in mind ?! One stray bullet, and we'll have a mushroom cloud the size of Virginia :lol:
 
Tora said:
when there's these nice anti rad power armor? :P
PA never offered immunity against radiation. If it does in FO3, that's exactly the kind of bad design I was talking about.
Besides, see what someone said about Oblivion. Apparently there was a large area outside the designated playing area. So.. this time they could simply make that area acccessible, but increasingly radiated the further you get from the playing area, which would conveniently explain why the area is so desolate and lifeless.

unless you have SOURCES of extreme radiation lined up all around the area
First off, who says there should only be a single natural obstacle? There are many natural obstacles, radiation just seems an obivous choice.
Of course there has to be a border eventually, but it'd be nice if there was something between the wall and the normal playing area, at the very least a considerable distance. A natual obstacle is even better. In Oblivion I could climb a mountanside and find a mine entrance and run into an invisible wall a few meters further without warning.

I just find it odd that Oblique Strategy would assume any imaginable obstruction to be trivial for the character, when virtually insurmountable obstacles are easily imaginable. I'm not a huge fan of character evolving into unstoppable superhumans anyway.


And if even someone in a power suit couldn't get through, the radiation would've killed everything within a place the size of Washington DC by now
Radiation doesn't disperse evenly. There could've been an effort to clean up in the inhabited areas of DC, such as moving contaminated earth and rubble outside the city - which could create an impassable and also highly irradiated barrier.

Oh, and don't get me wrong, I have nothing against limited map sizes or anything like that, but when a company claims that all their changes are so people can feel more "realistic"....
I have seriously no idea what you are talking about. I don't see it relating to anything in my post.
 
Claw said:
PA never offered immunity against radiation. If it does in FO3, that's exactly the kind of bad design I was talking about.
Besides, see what someone said about Oblivion. Apparently there was a large area outside the designated playing area. So.. this time they could simply make that area acccessible, but increasingly radiated the further you get from the playing area, which would conveniently explain why the area is so desolate and lifeless.

No, but it does significantly increase your radiation resistance. i never said it'll make a person immune, but just that it should be enough to keep the person alive. And like I said, if you have this nice little tiny pocket of area, totally surrounded by radiation enough to kill even people in power armor.,.... how'd those super mutants, death claws, brotherhood of steel and encave people get there again? The magical nuclear powered teleporter? :clap:

Claw said:
Radiation doesn't disperse evenly. There could've been an effort to clean up in the inhabited areas of DC, such as moving contaminated earth and rubble outside the city - which could create an impassable and also highly irradiated barrier.

Right, because if you're smart enough to clean up radiation, you're smart enough to wall yourself in :)

But anyway, I'm just saying that the wall of radiation idea doesn't really work, and I personally can't really think of any idea that would make it 'realistic' and not affect the 'immersion' Bethesda claims, that's all.


Oh, and don't get me wrong, I have nothing against limited map sizes or anything like that, but when a company claims that all their changes are so people can feel more "realistic"....
I have seriously no idea what you are talking about. I don't see it relating to anything in my post.

That wasn't directly related to your post per-se, its basically just left-over rant from reading all those claims by bethesda of their 'better' implementation which allows for ' immersion' that Fallout 1/2 didn't allow. Which map size and its implmentation sort of relates to. I apologize if that side-comment was in anyway offensive to you, but I still stand by the idea in it.
 
I think the invisible barrier serves as a KISS. keep it simple stupid. as they say. Or stupid simple.

Simple solution to a relatively simple problem.

I know you can easily program that radiation belt idea to make it bypass armor at a faster rate the deeper the PC goes into it. Thats simple programming. All the Anti-rad in the game won't do diddly.

I think it should be a large combination of things like a destroyed bridge over a chasm, to rocks, hills, cliffs, junk, radiation barrier's. Mix it up a bit.

A scene out of Mad Max: Beyond Thunderdome serves best, the final scene with the tribals setting up shop in a destroyed city haning over and endless void of desert that was the ocean. Would be a most fitting way. (If I remember Right)
 
Tora said:
i never said it'll make a person immune, but just that it should be enough to keep the person alive.
Well, if you're gonna use an argument a simple as that, I'll simply say that it shouldn't. Of course the Adv. PA was seriously overpowered in that regard, but normal PA only has 30% radiation resistance.

And like I said, if you have this nice little tiny pocket of area, totally surrounded by radiation enough to kill even people in power armor.
It's funny you bring this up after I rejected this concept.
Deathclaws and even mutants could be immune to radiation, and I'm not perfectly happy about the presence of the BOS in FO3 in the first place. What about the Enclave? I already heard about "Radio Enclave" which doesn't require any local presence and is a shit idea anway, further supporting that Bethesda just includes factions from the first two games for name recognition, not to mention that they don't have any good ideas themselves.

Right, because if you're smart enough to clean up radiation, you're smart enough to wall yourself in :)
I assume you mean that ironically, but it might actually be smart. After all, the wasteland is filled with many dangers, so an impenetrateable barrier might be convenient.
And why would you NOT want to have it? So you can wander out into the lifeless desert? Humans may have been able to create a local, self-sustaining society. In fact, it may have been necessary right after the war.
Of course you'd leave an exit, but you could block that in another way. Like I said before, there are many ways to create natural obstacles.

But anyway, I'm just saying that the wall of radiation idea doesn't really work, and I personally can't really think of any idea that would make it 'realistic' and not affect the 'immersion' Bethesda claims, that's all.
Even a bad implementation would be better than the simple invisible wall, in my opinion anway. Especially concerning the "immersion" factor. I could more easily live with not perfectly justified extreme levels of radiation outside the playing area than with running into invisible walls.

By the way, I remember now that Terminator: Future Shock (by Bethesda, in case you didn't know) implements the radiation belt idea, in combination with other obstacles, of course.
It seemed to work pretty well... a decade ago.
I guess "natural" obstacles aren't cool enough for the NexGen unless they are implemented perfectly.
 
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