Is it wrong to compare Fallout 1+2 with 3 in terms of story?

^ Yep. That's the kinda thing. Engine plays a lot in how and why those games work or don't work, and what each can get away with. And how easy/difficult is to make it not break immersion. It's pretty much a huge part of general art direction, as the isometric engine makes for a more symbolic presentation of everything, while 3d makes a more "realistic" one - and it's much, much easier to suspend disbelief in a more symbolic environment than a realistic one.

Plenty of elements of that go "under the nonsense radar" in orginal Fallouts do so because of the more symbolic presentation. They'd kinda look and feel terrible in 3d and with voice acting. Take vaults - they're presented as unrealisticaly small - towns too. Heck one of the effects of severely improving the resolution in the originals via the graphics patches makes your view extend to 2-3 times than the original, and while it makes it more mechanicaly playable, in many places it highlights just how small the towns really are and how little truly interactive content they actually have.

Then there's the invisible walls - there's invisible walls all over the original Fallouts but you take them as part of how the game persents maps intuitively, you don't bump into them unexpectedly. Or the samey scenery - the art object "fund" of the original fallouts is actually rather small, you soon get used to the idea that spamming computers means a computer room and that most of them are just there to indicate something rather than actually be interactable. But since you have a good overview, interacting with stuff which is interactable is much easier.

Or take the samey wasteland. It's pretty damned samey, and also crowded in Fallout 2, but since most of the stuff takes less time and effort to acess and get through (random encounters) and then dissapears from the map, you forget about all the empty shacks, empty camps, empty caves, empty everything as soon as you're through combat. If it all stuck around the wastelad would be tin shack after tin shack from the coast to arizona, samey and empty and pointless.

This is why I get a rash when I get into modding discussions about "realism" or making the old game elements be more realistic. Not even trying to be remotely realistic, but rather having a very consistent minimalist symbolic presentation is what makes that game work at all.

Making Fallout universe work as well in 3 would require orders of magnitude more effort than Beth put in, and in general, can't really be done adequately in a TeS friendly-engine. So comparing them in terms of story is tricky bussiness - the method of presentation of the story, the medium so to speak, is very different.
 
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Fallout 3, that was built with TES fans in mind while adding stuff to attract new customers. Their "storyline" was a fan service, and that's it. Transporting Fallout 2 to Fallout 3's engine would be like transporting Halo or Unreal Tournament to the Call of Duty engine. Those games have completely different playing styles, yet if someone was stupid enough to make the transfer, they would be pretty damn boring and bland.

Seriously? Someone is doing it right now, and seems like it's going to be awesome!

https://www.facebook.com/pages/Fallout-1-The-Story-development-diary/551016521590582?ref=profile

:)
 
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I don't tend to agree with such purist view on Fallout having to be on the same engine + camera view + turn based combat. I don't have any issues with any of those things, mind you, I am super excited for Pillars, Wasteland 2 and am enjoying DIvinity Original Sin, but limiting the series so much sounds like it would do more harm than good.
 
I agree that there is more to enjoy than the gameplay and some games like FoNV could be some nice entries as they make good use of the lore while having proper RPG mechanics, not mentioning the voice & soul of the Fallout's series.

But i don't see anything inherently bad in trying to defend the series intended gameplay.

I use bullet points for sparing time.
- The TB games work great these day, with incredibly successfull games, and some other that try to live on the hype.
- Most of those games mention Fallout & XCom as main inspirations. In case of Fallout, those are more faithfull to its gameplay than the series itself.
- It wouldn't be the only one to try real time and then to do TB again. I think of Jagged Alliance or XCom.
- TB is no worse or no older than RT. There is no shame playing it.
- It can be optionnal. FoT & Arcanum have optionnal TB. The Witcher 1 have optionnal isometric mouse-controlled view & optionnal shoulder gamepad controlled view.
- It would both make money and be faithfull to the original intent.
- That gameplay was chosen before the lore itself.
- Having the choice could ease the controversy amongs the fans and keep many of them around.

Personnally, it took me months to finish Fo3 and almost a year for FoNV. The gameplay, the lack of focus, the gigantic amount of generic-ness, just can't allow me to stay focused. I have to stop, play other games, then comeback when i think i am willing to endure the gameplay. Same thing with The Witcher 2 forced shoulder view. I don't have that feeling with isometric RPG, TB or RT. Except for Baldur's Gate, i usually play them straight, without playing other games before i finished (even story-light Diablo-like). If the next Fo game use the same gameplay, even without the level of crapyness of Fo3, it might take me years before even considering buying it (which already happened with Fo3 & FoNV that i first tried in 2013). On the other hand, i already pre-ordered/early access, most upcoming isometric TB games.
 
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I don't tend to agree with such purist view on Fallout having to be on the same engine + camera view + turn based combat. I don't have any issues with any of those things, mind you, I am super excited for Pillars, Wasteland 2 and am enjoying DIvinity Original Sin, but limiting the series so much sounds like it would do more harm than good.


What Naosanno said above is related, about the genericness. It's not about being an isometry purist, it's not about personal taste either - this is actual science. Early fallout's symbolic/caricatural presentation lets it get away with as much if not more genericness on one hand as it slips by, and the predominantly written dialogues have an inherently lower "miss chance" as it's much harder to f**k up delivery. Fewer things to juggle. I'm not saying 3d can't be done, it's just much, much harder to make it work, given that the deeper aspects of the material kinda exausted themselves in the original instalment.
 
Not only genericness, but the gameplay itself isn't my taste either. It is a whole.
But it could be tied as the gameplay generally makes you keep pressing buttons to walk (instead of pushing the mouse once), have a limited view of your surroundings, (only from an angle) you have to redirect constantly your view while walking, while looting bodies/shelves/door/whatever especially if the selectable target is small. (looting in Fo3-FoNV-Witcher 2 is hellish), or if you press enter on the door instead of the npc, which means you are constantly bothered by a feeling of clumsyness, that test your patience, and then you find out that you looted the same crap than before, the useless junk, you get lost amongs houses that look the same and have nothing of value in it, talking to NPC that only have floating dialogs, and when you reach someone that open up dialog options, you end up disapointed most of the time. Then the open-world stuff add fillers, then other fillers, then more fillers, increase the feeling of genericness, while you constantly have to deal with the controls clumsyness. (regardless if it is gamepad or mouse+controller)

On the other hand, i can get into shoulder view fighting games & FPS, but they are generally more focused. You don't have to deal with inventory, tiny items to loot, if they are good, you usually don't go back twice to the same kind of locations, you don't look to interact with relevant NPCs amongs the crowd, you simply have a rythm, a beating, that keep things entertaining. Shoulder view open-world RPG ? Not only not my gameplay taste, but a feeling of waste too, when there is no pay off at the end of the tunnel. FoNV has pay-off, sometime average, sometime very great, but it has pay-off, it makes you happy when you reach the next step, as you are rewarded with good interactions, nice insights, sometime a twist. So it made the filler before less a pain. But still, that filler was annoying. After a while, i simply cannot continue. I have to forget it a couple of weeks before trying again. Yet, it feel sad because the way they handle the lore is really warming. It really feel like the next chapter of the Fallout story, contrary to the 3 previous games. There are many storylines, plot points, locations, character that i am really in love with (as we love a book/movie). But i mostly endure the gameplay to get through the lore. I totally understand that some could be fond of shoulder view open world RPG, and i am not even arguing about it, but let's agree to admit that some other just can't get into it. As we can admit that some can't get into isometric. None of those gameplay is inherently better. They fit to different kind of players taste. Having choices would only allow different kinds of player to get into it.
 
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I don't tend to agree with such purist view on Fallout having to be on the same engine + camera view + turn based combat. I don't have any issues with any of those things, mind you, I am super excited for Pillars, Wasteland 2 and am enjoying DIvinity Original Sin, but limiting the series so much sounds like it would do more harm than good.


Maybe not the exact same engine (I mean, Van Buren was going to be on a different engine), but isometric view and turn based combat are vital to the series in my opinion. I wonder if Bethesda would ever give anyone a chance to make another Fallout game with those guidelines (or even do it themselves)...
 
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Maybe not the exact same engine (I mean, Van Buren was going to be on a different engine), but isometric view and turn based combat are vital to the series in my opinion.
Except that they're not. Game engines come and go as better and more programmer-friendly builds come along, and as other developers license their own engines for use. Thus why there were generations using the Doom engine, and generations using the Build engine, and generations using the Unreal engine, and generations using the Source engine, and so on and so on. Aesthetics and perspective likewise come and go, as they change with the times, or what has been best for the developer in question making the game in question. That being said, what made FO3, for example, so "non-Fallout" was not its aesthetic OR engine OR perspective, but rather who made it, Bethesda, because they made distinctly "not Fallout" games which they were known for, and that wasn't ever going to change anytime soon.

Using "the wrong engine" or making the game "in the wrong perspective" or "with the wrong aesthetics" was a CONSEQUENCE of the developer, not the other way around. If, by some miracle, Obsidian had claimed the rights to the Fallout franchise during the bidding wars and made FO3, and if by some coincidental twist of fate they decided that FPS was in and third person was out, and grim rather than aloof was cooler, they would've still presented a Fallout 3 worth loving, because it's Obsidian. Not that they could do no wrong, not that it's predestined at all, just that this is a developer which CAN make "Fallout games" (and as demonstrated, DID, when given the chance), and they would again make a "true Fallout title" regardless of the materials or direction they had been given. It's not like FONV "isn't a true Fallout game" because it's FPS and using Gamebryo. Those certainly shackle it, in a sense, but they don't define the game at all. The GAME defines the game. Not it's engine, or perspective, or aesthetic.
 
Maybe not the exact same engine (I mean, Van Buren was going to be on a different engine), but isometric view and turn based combat are vital to the series in my opinion.
Except that they're not.
Except that they are ~or it's not Fallout. Fallout is not just the story and factions; you can't make a Wasteland Brahmin cart racing game with Ghouls and the Brotherhood and call it Fallout 4... You can make a spin off set in the Fallout universe... but not as a Fallout 4 you can't; not anymore than you can make a Super Mario Brothers and have it be a Manhunt clone; not any more than making an official Monopoly game as a Vice City clone.

Game engines come and go as better and more programmer-friendly builds come along, and as other developers license their own engines for use. Thus why there were generations using the Doom engine, and generations using the Build engine, and generations using the Unreal engine, and generations using the Source engine, and so on and so on.
This is true.
Aesthetics and perspective likewise come and go, as they change with the times, or what has been best for the developer in question making the game in question.
This is not. A professional artist/designer/coder can work to suit any project; one can make a modern Fallout game with a DX11/12 engine and still retain recognizable gameplay despite graphics fluff. What they wanted for FO3 was not Fallout, but a pelt to wrap a re-skinned TES game inside of.

Using "the wrong engine" or making the game "in the wrong perspective" or "with the wrong aesthetics" was a CONSEQUENCE of the developer, not the other way around. If, by some miracle, Obsidian had claimed the rights to the Fallout franchise during the bidding wars and made FO3, and if by some coincidental twist of fate they decided that FPS was in and third person was out, and grim rather than aloof was cooler, they would've still presented a Fallout 3 worth loving, because it's Obsidian.
The engine doesn't matter, it's how you use the engine. The Gamebryo engine was fine, but they used it to make a frankenshooter instead of a Fallout sequel. And skimped on the story because, "That's not a battle they wanted to fight".
 
SnapSlav >

I don't think that Bethesda can't succeed and Obsidian can't fail at making a Fallout games.

I would rather say that Bethesda is likely to fail while Obsidian is likely to succeed.
Both have the potential to fail or succeed.
 
No, beth just don't try to succeed and Obsidian always try to succeed.
Alpha protocol, New Vegas and Storm of Zehir are kind of spiritual successor of Fallout(or just Interplay RPG which starts from Wasteland).
AP and NV tried to succeed RP from Fallout.
and Zehir and NV tried to succeed PnP ruled RPG style from Fallout.

but for beth? Daggerfall and Morrowind were ambitious and great RPG.
but after them, they just stop making RPG but pseudo-RPG to satisfy rpg haters.
 
SnapSlav >

I don't think that Bethesda can't succeed and Obsidian can't fail at making a Fallout games.

I would rather say that Bethesda is likely to fail while Obsidian is likely to succeed.
Both have the potential to fail or succeed.
Um, that is EXACTLY what I said, though. So why this post is addressing me as if it's a correction is rather strange.

.

Aesthetics and perspective likewise come and go, as they change with the times, or what has been best for the developer in question making the game in question.
This is not [true].
Yes, it is. Why do you think we've entered a time where there are SO MANY shooters? It's an aesthetic+perspective that has been chosen (not entirely arbitrarily, mind you) as "what's in". Unlike better game engines, artistic choice is something that can change as time lasses by BOTH being different from what has come before as well as reverting to what has been done before. Thus why entire poster movements mimic a 1920s aesthetic, or indeed why Fallout itself so heavily utilized (to brilliant effect) the "dated" art deco designs. But that doesn't mean that there aren't trends where certain designs become "phased out", because there are.

Right now, and for a while, top-down perspective just wasn't "in" unlike first person perspective. This is changing largely because of the rise in popularity of indie games (itself more proliferant as a result of new infrastructures ALLOWING for more successful indie game models, whereas 5 years ago there was none, so every game on the market was either triple-A or non-existent) which is allowing for a greater variety of different titles to present more artistic design choices. What was once popular but has since faded away has had a small resurgence as a result. But if it weren't for the burgeoning indie market, triple-A developers and publishers would still have the majority's say in "what's in", and we'd still be seeing more first person shooters and first person shooter hybrids than anything else for years to come, because these trends DO happen.
 
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