fedaykin said:
It's seems to me too that Bodybag is buying the immersion gimmick. If that's not what you mean, Bodybag, then there is indeed a better way of explaining it.
For every problem there is a solution that is simple, direct and wrong.
Um, what? As if there was no world in Fallout? Did we play the same game? It seems to me that you simply prefer first person.
I think your logic might be suicidal (what with all the leaping).
Fine, but it's a fallacy to claim that FP somehow "draws the player into a world" more than any other viewpoint. Just talk to fans of non-FPP games (maybe even to Fallout fans, LOL) and ask them whether their beloved game managed to draw them into the world. I'm sure they will say yes.
Call the fire dept... we have a jumper! Read back my post and,
through quotes, show me where I made this argument. I
dare you.
Just kidding, you can't (it's impossible). Since I'm a good sport, I'll clarify it a bit by telling you some stuff you should already know (since you know way more about Fallout than me

):
Of Fallout's many gameplay influences, the one I see most often cited was PnP gaming. I think "it was MEANT to emulate PnP!" is like the unofficial battle cry of Fallout 3 skepticism, right? Building the world through visual stimuli was
not the focus.
RIGHT?!
Once you put the game in RT FP, that stuff pretty much automatically becomes the focus, since you're seeing and hearing what the PC would. A nice ambient music track peppered with environmental touches like people laughing or typewriters clicking works in a low res 2D-ISO perspective game, because it both sets a tone and fills in some details that neither the graphics nor gameplay provide. At least in the case of Fallout, anyways.
None of that means a game
has to be FPP to effectively draw you in, but if that's going to be your
focus, which in Bethesda's case it certainly seems to be, then it's probably the most basic and efficient way of doing just that.
Once again, huh?? Why wouldn't they be? Ambient is not suited for FPP whereas orchestral is? What's your logic here?
Yeah, where IS my logic? It's apparently missing from your strawman (<------OHHHHH)
I'm not saying ambient is wrong for FPP, or even that orchestral is right. Science H. Technology, even Brother None is on the same basic page with me, and he
hates it when we agree. I'm saying SPECIFICALLY the soundtrack for Fallout 1(&2) wouldn't work for a RT/FPP game that wasn't tailor made for it. Imagine you're in a 3D Vault 13 (rendered in Tim Cain's custom modified Cryengine II, if that helps) and you hear the typwriters clicking track from Fallout 1. Not coming from the actual people sitting 2 feet in front of you
who are not typing, but from every direction regardless of where you're facing. Ok, stop imagining that, because it's lame. It worked for Fallout 1, though.
You really need to elaborate your points, else someone might, you know, misinterpret your motives
PSH, fat chance of that happening around HERE, buddy.
SpeaK makes an interesting point about pacing. Fast-paced music would indeed suit a fast-paced game. But Fallout isn't a fast-paced game. This, again, raises the issue of what Bethesda has envisioned for Fallout 3. Fast shooter or RPG that stays true to the originals?
It's not simply the pacing; it's the purpose. Fallout 3's soundtrack appears to have a much more specialized role than Fallout 1's, based on nothing more than the shift in perspective. Fallout 1's score was responsible for more of the IMMERSHUNZ, and Fallout 3's seems to zero in on emotional connection alone. Both make sense given the specific styles of games they belong to.
Of course, someone will no doubt make a "retro soundtrack" mod for Fallout 3, so you won't just have to take my word for it
