Kyuu said:Finally, appealing to "smart business sense" as some sort of excuse for sacrificing quality or integrity in your work is the sort of the thing I'd only really expect to hear from the mouth of some corporate all-about-the-bottom-line lacky, not an actual human being.
Marx said:You need money to be artistic, just the reality of the situation these days.
TyloniusFunk said:The fact of the matter is that Bethesda didn't fail by making the game first person or real time. These are superficial changes, they could have managed them and made a truer Fallout game, but their writer/designers simply weren't equal to the task.
TheWesDude said:TyloniusFunk said:The fact of the matter is that Bethesda didn't fail by making the game first person or real time. These are superficial changes, they could have managed them and made a truer Fallout game, but their writer/designers simply weren't equal to the task.
qualify who defines them as superficial changes
per the original developers of the game, it was the core mechanics and the first design choice made. even before setting/story/plot/anything
Ausir said:Turn based and iso were not technological limitations, but conscious design decisions, in order to make the gameplay similar to PnP RPGs (especially to GURPS). There were plenty of real time and first person games back then.
TyloniusFunk said:Ausir said:Turn based and iso were not technological limitations, but conscious design decisions, in order to make the gameplay similar to PnP RPGs (especially to GURPS). There were plenty of real time and first person games back then.
Pre-Half-Life. PnP elements can be adapted into anything given a masterful designer.
Edit: On this point, can any of you vets direct me to some source material of the original dev's discussing these choices?
Fade said:You really might want to check dates more often. Half-Life came out in 1998... which is the same year as Fallout 2. Now if you're talking about Half-Life 2 then I have to wonder what you think of any of the early game.
Fade said:Doom is a better benchmark in terms of FPS and given it came out 1993 it pre-dates Fallout 1. So technology wasn't the limiting factor for Fallout 1 in deciding to go with Turn-Based.
Fade said:Masterful Designers can adapt elements and ideas to most genres? Okay then where did all of these wonderful people disappear to after the 90s?
TyloniusFunk said:In other words, Fallout was developed before Half-Life advanced FPS gameplay. Exactly my point.
Fade said:Doom is a better benchmark in terms of FPS and given it came out 1993 it pre-dates Fallout 1. So technology wasn't the limiting factor for Fallout 1 in deciding to go with Turn-Based.
TyloniusFunk said:You don't think the developers took one good look at the FPS, real time games around '93-'94 when Fallout was developed and decided out of hand that FPS, real time was unsuitable for a deep, realistic game? Not to mention the development/licensing costs for a newer technology.
TyloniusFunk said:Fade said:Masterful Designers can adapt elements and ideas to most genres? Okay then where did all of these wonderful people disappear to after the 90s?
There are far fewer than your "all of these" suggests, and those precious few are rarely given free license these days. At least that's my presumption.
Fade said:Advanced FPS gameplay? Which aspect of Half-Life do you consider so advanced over Doom?
Fade said:Deep, I will give you on Fallout, but it isn't realistic and it's not meant to be.
You may want to check this article you can find on this very site.TyloniusFunk said:On this point, can any of you vets direct me to some source material of the original dev's discussing these choices?
Just think for a moment about a game, with the details of Fallout 1, and its quality in dialogues and writting and NPCs. With turn based gameplay, the graphic of a game similar to Demigod and a marketing as good like those of Bethesda or Bungie.UncannyGarlic said:...
You always need money to be artistic, what's you're point? Fallout 1&2 were financially successful and there is no evidence that a game of such type would be unsuccessful in today's market.Marx said:You need money to be artistic, just the reality of the situation these days.
Fade said:TyloniusFunk said:Ausir said:Turn based and iso were not technological limitations, but conscious design decisions, in order to make the gameplay similar to PnP RPGs (especially to GURPS). There were plenty of real time and first person games back then.
Pre-Half-Life. PnP elements can be adapted into anything given a masterful designer.
Edit: On this point, can any of you vets direct me to some source material of the original dev's discussing these choices?
You really might want to check dates more often. Half-Life came out in 1998... which is the same year as Fallout 2. Now if you're talking about Half-Life 2 then I have to wonder what you think of any of the early game.
Doom is a better benchmark in terms of FPS and given it came out 1993 it pre-dates Fallout 1. So technology wasn't the limiting factor for Fallout 1 in deciding to go with Turn-Based.
Masterful Designers can adapt elements and ideas to most genres? Okay then where did all of these wonderful people disappear to after the 90s?
Daggerfall was released in 1997, if I remember right.
Yeah, but Daggerfall wasn't playable until 1998 (with the 2.13 patch), so let's just split the difference and call it a day.Ausir said:Daggerfall was released in 1997, if I remember right.
1996.