Interplay intends to start development of Fallout Online

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I hold out more hope for the pen 'n' paper game than the MMO game. I admit there's a small percentage of a chance (like hitting a deathclaw in the dark with a pipe rifle and a crippled eye) that it will be something interesting, but since the setting almost runs completely contradictory to such a number of people, I don't hold out much hope. Fallout Online is like meeting a celebrity -there's a decent chance for it to happen to you. A good, solid, playable, entertaining, as-true-to-setting-as-can-be-expected Fallout online is like sleeping with a celebrity...
 
So what was it we all wanted? Crates, sheeps, Mr. Teatime getting in on! (with Hervie)...OMG! WE HAVE IT ALL NOW!

They suck, so they need info. Who are better to give the info, than the somewhat-homicidal-fanatics of NMA! So we'll get crates, we will get it all! MUAHAHAH! :twisted:

*crack*

"oohh...the pain. I think I strained my fingermuscle...oohhh..."
 
My two cents: I think that the idea of dropping the player in the middle of nowhere and all could work, but not in Fallout.
You could use low player number "realms" like the ones used in DiabloII and invent a game sub-genre, but you wouldn't recapture the magic of the original game (And I mean the first one. Heck, it could be a challenge pros could find interesting...).
I remember that one of the things that stroke me the most when playing Fo for the first time was the remains of humanity trying to survive with teeth and claws. I mean the NPCs, and *not* the player.
Please don't feel attacked, it's not the aim of my rant.
See you.
 
The fact is that Interplay is on the verge of death and IF they manage to get the funding required to make FOOL, it has to be a mega hit to save them from their current crisis. Which means it has to be aimed for mass gaming market and ignore the shouts of true fallout fans. Which means the game is going to be horrible if it ever even comes out. :evil:
 
If anyone is interested in this kind of information: I did collect some information about the guy who posted at fifengine.de and it seems that I found out about his real identity.

More information this eve :-)
 
I don't know if anyone still cares about it but I found out something about the guy who posted at fifengine.de and prolly sent in the news @ NMA too.

He registered at the FIFE page with the nick "Orillion". My mysql db tells me he used this email addy: Ti_Shi@hotmail.com

So let's do a quick google search for "Ti_Shi". Google leads us to this thread:
http://www.programmersresource.com/forum/showthread.php?t=3561

Greetingz All!

I am Matthew North, a 21 year old designer from the UK.

For the past couple of years I have been developing several projects which soon shall be released, forgive me but I can not divulge what these are, but within the past few months I have opened a new project that involves ASP.

This project, which has yet to be named, is to be one of the largest ASP Role Play Community Forum boards around. Some of my concepts of RP and forum integration has already caused a stir amongst many communitys which has already generated a hype.

I am currently searching for those who would volunteer their services freely to this project. The forum itself will be without subscription fees but will have a donation area. Their will be ways of encouraging users to donate so thier is potential for it to become a little money earner for those involved but I do not wish to get you in under-false pretences.

If you are fluent in ASP and are confident that you can contribute to this project then please get in touch via MSN @ Ti_Shi@hotmail.com

If you happen to be a graphics designer then please feel free to contact me also as I will need graphics for Weapons, Items, Characters etc.

I wish to hear from you all soon, you can also post here if you are interested as I will come back to check from time to time

Thankyou for your time!

M. North aka Ti_Shi

Hmm so a 21 year old kid got the license for a Fallout MMO? Interested, indeed.

If you read the other pages google found you clearly get the picture that he's a kid who knows ASP coding and now searches for developers who do the dirty work for him.

And we did already hope that the official Fallout MMO gets developed using FIFE ... ;-)
 
Thanks barracuda, I have a feeling we know that guy here at NMA, I wouldn't take him very seriously, although we should keep an eye on him.


Edit: Mr Bumble wins the "Best Sig from a Non Mutant award".
 
I sincerely doubt that he has the Fallout MMO license, just that he wants to create a Fallout 'MMO'.

Also, an MMO in ASP? Huh?
 
I'm honestly not that keen on wielding an "enchanted 10mm SMG of the Floater + 2" or wearing a "Mithril Power Armor of the Jetaddict".

As I pointed out the Fallout world is a world basing on technology. MMORPG use heaps of magical attributes on the items to pretend some innovation. That can't and won't work in Fallout.
Or they could make somthing like "slightly used 10mm SMG of the ducttaped laserpointer" but that'd be even more ridiculous...
 
Ever heard of Anarchy online? That seemed to have worked.

But Fallout.. time will tell..
 
it will happen I am sure of it. When fallout 3 becomes the xbox360 number 1 game, They will announce it's in development. I am sorry everyone but we all know it is going to happen and I am afraid there is nothing we can do it is really sad.
 
Vox said:
I'm honestly not that keen on wielding an "enchanted 10mm SMG of the Floater + 2" or wearing a "Mithril Power Armor of the Jetaddict".

As I pointed out the Fallout world is a world basing on technology. MMORPG use heaps of magical attributes on the items to pretend some innovation. That can't and won't work in Fallout.
Or they could make somthing like "slightly used 10mm SMG of the ducttaped laserpointer" but that'd be even more ridiculous...

that's not a problem, there are sci-fi mmogs that do well.

what I see as the biggest problem is the state of death. When you die, how do you bring your character back while being true to the fallout universe? Permadeath couldn't work for a mmorpg because there's no point in developing a character if you accidentally stumble on a pack of death claws or an angry mob of pkers.

the other prob is that it's difficult to make a game that people want to put so many hours into to keep a mmog running. You need a very, very slow advancement through the game, such that a player would need to invest a lot of hours in order to get far enough in the game to get power armor or a laser rifle.

the skill system would need to be totally revamped, too. Speech, Barter and Charisma are worthless and intelligence and Perception wouldn't be able to have an impact when dealing with other players. Stealing would have to be tweaked a lot, or else you'd lose a lot of people who were unhappy about things getting stolen.

I could see some things possibly working well for pushing the setting into an mmog, but it would definitely take a lot of work and creativity. I see it as trying to fit a square peg in a round hole.
 
What kind of fool do you have to be in invest in Interplay after all their much-documented business problems.
 
RedFez said:
Vox said:
I'm honestly not that keen on wielding an "enchanted 10mm SMG of the Floater + 2" or wearing a "Mithril Power Armor of the Jetaddict".

As I pointed out the Fallout world is a world basing on technology. MMORPG use heaps of magical attributes on the items to pretend some innovation.

As RedFez said.

"that's not a problem, there are sci-fi mmogs that do well. "
what I see as the biggest problem is the state of death. When you die, how do you bring your character back while being true to the fallout universe?

Well this is a bit tricky. You need to have death in Fallout, I mean always. There is no way in hell you can walk out alive after a Bozar-mayhem.
If you think about the Fallout Universe. It's pretty evil. I could see permanent death as a cruel but fitting (a wee bit nightmarish to play...).

One way would be to make killing another person pretty much useless, and hard. Let's say if you are in a fight and you get whacked, but you aren't dead (you somehow managed to avoid 40 hits from all your important organs...liver not being one). One would be left dying and become a ghoul (sun, radiation, bugs in your arse). Very stupid, but ...very stupid.

Death would change species...or race...or whatever. You start as something, if you get whacked you become/or start all over as a ghoul, mutie... stupid too (i'm just giving ideas, if people might catch something usefull into their own idea...brainstorming if you will).

I personally wouldn't be happy if you couldn't cap someones ass. More meat for the grinder ("OOhh, such a shiny spear you have...it shines almost as well as my minigun...bye bye newbie"). You need to have killing in this universe. No just combat, but killing. Cold blood killing (not just fights).



the other prob is that it's difficult to make a game that people want to put so many hours into to keep a mmog running. You need a very, very slow advancement through the game, such that a player would need to invest a lot of hours in order to get far enough in the game to get power armor or a laser rifle.

Well this is something many have wanted to be in VB , FO3 already. Mainly making the original universe harder and less ammo etc. Still not a walk in the park to create this side of the game, but still plausible.

the skill system would need to be totally revamped, too. Speech, Barter and Charisma are worthless and intelligence and Perception wouldn't be able to have an impact when dealing with other players. Stealing would have to be tweaked a lot, or else you'd lose a lot of people who were unhappy about things getting stolen.

The skill systems would become under quite heavy changes, but I don't think all the changes would so much affect the or change the gameplay. It would change the mechanics of the game (of course there would be also "changes", but some you could just change mechanically).

BARTER: Well there could be a "universal price" or a price difference (sell/buy) between the players barter-skill. If you have a skill of 0% and the other guy has a skill of 10% he can win 10% from the deal (selling or buying).

PERCEPTION: Distance modifier. Hmm...I really don't see the problem with this one. You still need to aim. low PE ->Bigger crosshair (making targeted shots a pain), high PE -> you can pick his fingers off or aim for the sweet spots). You could also make the whole distance blurry when you suck optically (a bit like the fog you usually see in games, but I hate that. Blurry.).

CHARISMA: is a tricky one and I can only see it work on barter-skill (improving it).

SPEECH: No idea.

Stealing...well this should be made harder (this should be harder in FO's anyway) and don't forget that you can actually see somebody close to you and fingering you. High perception/steal-skill might give you an alarm ("This person is stealing from you...blaa blaa blaa).Still as you said, too much stealing will piss people off. Still it's Fallout, boohoo! Deal with it, get a gun. Shoot anybody that comes close.

I could see some things possibly working well for pushing the setting into an mmog, but it would definitely take a lot of work and creativity. I see it as trying to fit a square peg in a round hole.

You can use creativity and work to make the peg round, or just whack the square peg inside with a sledge. If they think they might (somebody) get it right and actually have a slim chance of succeeding, but if they use the sledge...doom...crash..not even pre-beta...Herv goes to Bahamas.

Idea: Plausible, but they really really need to do it right...and as we have seen before...slim...really slim (but we love slim chicks too).
 
So, Fallout Online would have no Speech (which I suppose is a good thing, it's not like it was possible to beat Fallout and Fallout 2 using only diplomacy... oh, wait...); almost no use for Charisma; action combat with Perception determining cross-hair size (Didn't you advocate blitz turn-based until two days ago? Why the sudden change of heart?); a bartering system that either discriminates against players with high Barter skill by inflating their prices or magically introduces money into the economy by giving the player with higher barter skill more cash than the other player paid, thereby devaluing the currency and irreversibly fucking up the economy; unrestricted PVP coupled with perma-death (a concept that is *so* popular with MMO players that nearly every successful MMO features it) or, even better, the player magically mutating into a ghoul upon death (yeah, getting pierced by a spear will do that to you...); a Steal implementation that would be effective if every player in the game wore a blindfold. I suppose the benefits of Luck would be diminished, too (obviously, there won't be Gambling or Outdoorsman skills anymore, since no player would want to gamble with someone who has a superior Gambling skill, and Outdoorsman is superfluous when the game is set in one city).

Sounds like a really fun game, not to mention faithful to the original series.
 
@ratty

I didn't mean that blitz as the only choice. Suggestions, opinions, ideas. There still isn't Fallout Online (if there ever will be) so we can still think about dreams or nightmares about it.

Plus, you could still have a Blitz TB in first person mode. If you were lucky in FO you could get a critical, or non-critial shot into a sweet-spot (eyes, groings, kneecap) even without targeted shot. A big crosshair could still be counted as %. Of course the mechanic would be all different, but it could work (if somebody else also thought about the matter more). More precise crosshair, less movement (could be coupled with endurance).

I believe that you can keep the same feel of certain SPECIAL elements /stats with changing the mechanics in how they work.

Mutating into a ghoul or becoming a ghoul with a point-blank shot is stupid. I know, but it's best that somebody says the moronic ideas so that others might come up with better ones.

Luck can still play a role in critical hits and with critters.

Of course things would change in Fallout Online because it's a different game and totally different surrounding. Still you should also forget that future MMO's don't have to mean/or be the MMO's there are now. They can be quite different. The ones now are stupid and pretty much boring in my taste, but that's mainly becase the majority of gamers are morons. They like them! Too bad it's 99% likely that Fallout Online will follow the same line as other MMO's because major part of the gamers actually play them.

A MMO not for the masses....

there won't be Gambling or Outdoorsman skills anymore, since no player would want to gamble with someone who has a superior Gambling skill

Hell, I don't want to meet a guy with a Sniple Rifle and superior skill in small arms! But still that happens in FO.

You don't need a blindfold to be pickpocketed in FO or in real-life. Kids in the Den did a fine job when you walked past them. The bastards seem to do a good job in real-life too (smug bastids).
 
frissy said:
I didn't mean that blitz as the only choice. Suggestions, opinions, ideas. There still isn't Fallout Online (if there ever will be) so we can still think about dreams or nightmares about it.
Everything about Fallout Online, down to the most basic idea, is a horrible, horrible nightmare.

Plus, you could still have a Blitz TB in first person mode. If you were lucky in FO you could get a critical, or non-critial shot into a sweet-spot (eyes, groings, kneecap) even without targeted shot. A big crosshair could still be counted as %. Of course the mechanic would be all different, but it could work (if somebody else also thought about the matter more). More precise crosshair, less movement (could be coupled with endurance).
I can't imagine anything less entertaining or more likely to fail miserably. First-person view would make it difficult to oversee the battle (you need isometric view for proper tactical control) and would thus annoy fans of turn-based combat, while the slow, jerky pace of fast turn-based combat combined with a giant crosshair that makes hitting anything an exercise in futility would completely alienate fans of first-person action combat.

I believe that you can keep the same feel of certain SPECIAL elements /stats with changing the mechanics in how they work.
No one has ever, *ever* managed to change the mechanics of a CRPG without completely changing the feel of the game and alienating the core fan base. It can't be done, plain and simple.

Mutating into a ghoul or becoming a ghoul with a point-blank shot is stupid. I know, but it's best that somebody says the moronic ideas so that others might come up with better ones.
Here's a better idea: use an ordinary death system (near-instantaneous resurrection with some moderate penalties), rename the game to something else, design as a regular MMO and don't try to associate it with Fallout.

Luck can still play a role in critical hits and with critters.
In other words, you want to further diminish the impact of an attribute that is already considered useless by many? Why not just do away with it completely? I'm sure SPECIA system will be more successful with the game's target audience (if there even is one).

Of course things would change in Fallout Online because it's a different game and totally different surrounding. Still you should also forget that future MMO's don't have to mean/or be the MMO's there are now. They can be quite different.
Just because they can be "different" doesn't mean they can be in style of Fallout. No MMO, mainstream or otherwise, has come anywhere near Fallout's style of gameplay. Even if you somehow found a way to reproduce the Fallout setting and skill mechanics in an MMO (which you haven't, as there are numerous issues you haven't addressed), you will never be able to explain how one can have true roleplaying depth in a world populated by thousands of players. How can a player's choices in such a world matter, when the world must be static in order to accommodate all the *other* players? Creating a game where one protagonist makes world-changing decisions is difficult enough, but how do you go about creating a game where thousands of players want to be protagonists and decide the fate of the world?

Easy - you don't. It isn't possible to create a massively multiplayer online roleplaying game. Therefore, "Fallout Online" is contradictio in terminis. A Fallout MMO would never have the gameplay of Fallout and Fallout 2 and consequently wouldn't appeal to fans of the CRPG series. Therefore, Fallout Online would initially have no target audience and would have to compete with all the other MMOs for players. Since MMOs are dime a dozen these days, and even those based on massively popular licenses usually spectacularly fail (Matrix Online, Star Wars Galaxies), Fallout Online would be practically guaranteed to flop.

A MMO not for the masses....
An MMO can't *not* be for the masses.

Hell, I don't want to meet a guy with a Sniple Rifle and superior skill in small arms! But still that happens in FO.
Yes, and you will avoid fighting such a guy given a chance. The problem is, when someone offers to gamble with you, you *always* have the choice to decline. As a result, players with high Gambling skill would have a lot of problems finding gambling partners.

You don't need a blindfold to be pickpocketed in FO or in real-life. Kids in the Den did a fine job when you walked past them. The bastards seem to do a good job in real-life too (smug bastids).
Kids in Den somehow manage to pick your pockets even as you run past them. If that was possible in an MMO, it would make stealing overpowered, as pickpockets would only need to loiter about in crowded areas and keep clicking on players as they move through. It would be better if a prerequisite for pickpocketing was that your victim stands still. Even then the system would be open to exploits, as thieves would undoubtedly camp near places where people frequently stop, such as merchants. As a result, any person standing around such places would immediately be suspected of stealing.

There is also the issue of what happens if the hapless thief fails his Steal check while picking another player's pockets. Does he become flagged as hostile for the all players in the vicinity, or just the victim, or the NPC guards (if there are any)? In the first case, thieving would become a very undesirable profession, as every failed Steal check would result in death. In the second case (or if there are no other players nearby), thieving would become a very *desirable* profession, as a high-level thief with good combat skills would be able to pick people's pockets without any risk to himself.

A logical outcome of a failed Steal check is a loss of reputation. That assumes existence of a reputation system, but how can you have a formal reputation system (or at least one that bears any weight) in an MMO?

See how many issues are related to mechanics of Steal, and that's just one skill out of many? And you want to port all of SPECIAL. Good luck with that.
 
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