J.E. Saywer writes on his own website about his thoughts on the weapon skills in Fallout's SPECIAL.<blockquote>1) In a game where a player makes an investment in a variety of skills, I believe those skills should be applicable from the beginning of the game to the end of the game. In F1, that wasn't the case with Small Guns/Big Guns/Energy Weapons. In F:NV, it was true for Guns and EWs, but it resulted in a lot of weapon role redundancy between the two skills.
2) I believe taking different skills should change the gameplay of the character. This really has never been true between Small Guns/Guns/EWs. You pretty much use all of them the same way, especially because of role redundancy or application overlap (cf. Laser and Sniper Rifles in F1, Anti-Materiel Rifle and Gauss Rifle in F:NV). It's also not true of Unarmed/Melee Weapons.
3) Not really my beef, but often comes up from other players: EWs in F:NV don't feel suitably powerful compared to conventional firearms. This comes from 1), where I wanted players in the early game to have access to items that consistently made use of their EW skill. Thus, you end up with Laser Pistols and Plasma Pistols that don't feel dramatically different from 9mm Pistols and .357 Magnum Revolvers. They're all starter weapons.
4) Again, not a personal concern, but an issue for many players: there are a ton of weapons and ammo types in F:NV. Even taking subtypes out of the mix, there are far more base types than in any other Fallout game, and an arsenal of weapons -- some people like this, some don't. My concern as a designer is that people are overwhelmed by the number of items and cease to be able to sort, distinguish, and make intelligent choices about what to use, and when. And the more weapons there are, the more difficult they are to balance.</blockquote>Thanks GameBanshee.
Furthermore, a second, equally interesting exchange is taking place on J.E. Sawyer's Formspring:<blockquote>We often develop technology not because it's great immediately, but because developing that technology helps us move toward its potential. We've had various forms of hybrid vehicles (gasoline combustion engine + ???) around for a long time. Most of them were pretty bad and impractical. We've had biofuels around for a while, but most of those are STILL bad and/or impractical. We saw tanks developed in WW1 that were absolute garbage.
All of those things were kind of crummy for a while, but if we hadn't gone through the stage of "Yeah... this is... okay, I guess," we would never have reached the subsequent stages. Coil/rail gun technology used to be completely impractical. Now it's reached the stage where maybe/sorta we could mount an enormous one on a destroyer and blast through a bunker with a huge slug from miles away. We're probably not going to have Eraser- or Fallout-style Gauss rifles for a while, but we see the potential.
In the Fallout universe, I think that the military appeal of weaponry that uses a small number of more-or-less universal ammunition types would be great. Today, we have NATO standards so that allies armies can share ammunition. But what if you could use the same ammunition type for powering a sniper rifle that you'd use for a devastating close-range weapon (e.g. a Microfusion Cell powering a Laser Rifle or a Plasma Rifle)? For a military force in the field, the flexibility of that would be immense.
Anyway, I considered the EWs in F:NV to have reached the point where they were starting to replace conventional weapons, but had not yet completely eclipsed them -- sort of like the early days of firearms, when they were still being used concurrently with bows.</blockquote>
2) I believe taking different skills should change the gameplay of the character. This really has never been true between Small Guns/Guns/EWs. You pretty much use all of them the same way, especially because of role redundancy or application overlap (cf. Laser and Sniper Rifles in F1, Anti-Materiel Rifle and Gauss Rifle in F:NV). It's also not true of Unarmed/Melee Weapons.
3) Not really my beef, but often comes up from other players: EWs in F:NV don't feel suitably powerful compared to conventional firearms. This comes from 1), where I wanted players in the early game to have access to items that consistently made use of their EW skill. Thus, you end up with Laser Pistols and Plasma Pistols that don't feel dramatically different from 9mm Pistols and .357 Magnum Revolvers. They're all starter weapons.
4) Again, not a personal concern, but an issue for many players: there are a ton of weapons and ammo types in F:NV. Even taking subtypes out of the mix, there are far more base types than in any other Fallout game, and an arsenal of weapons -- some people like this, some don't. My concern as a designer is that people are overwhelmed by the number of items and cease to be able to sort, distinguish, and make intelligent choices about what to use, and when. And the more weapons there are, the more difficult they are to balance.</blockquote>Thanks GameBanshee.
Furthermore, a second, equally interesting exchange is taking place on J.E. Sawyer's Formspring:<blockquote>We often develop technology not because it's great immediately, but because developing that technology helps us move toward its potential. We've had various forms of hybrid vehicles (gasoline combustion engine + ???) around for a long time. Most of them were pretty bad and impractical. We've had biofuels around for a while, but most of those are STILL bad and/or impractical. We saw tanks developed in WW1 that were absolute garbage.
All of those things were kind of crummy for a while, but if we hadn't gone through the stage of "Yeah... this is... okay, I guess," we would never have reached the subsequent stages. Coil/rail gun technology used to be completely impractical. Now it's reached the stage where maybe/sorta we could mount an enormous one on a destroyer and blast through a bunker with a huge slug from miles away. We're probably not going to have Eraser- or Fallout-style Gauss rifles for a while, but we see the potential.
In the Fallout universe, I think that the military appeal of weaponry that uses a small number of more-or-less universal ammunition types would be great. Today, we have NATO standards so that allies armies can share ammunition. But what if you could use the same ammunition type for powering a sniper rifle that you'd use for a devastating close-range weapon (e.g. a Microfusion Cell powering a Laser Rifle or a Plasma Rifle)? For a military force in the field, the flexibility of that would be immense.
Anyway, I considered the EWs in F:NV to have reached the point where they were starting to replace conventional weapons, but had not yet completely eclipsed them -- sort of like the early days of firearms, when they were still being used concurrently with bows.</blockquote>