Briosafreak
Lived Through the Heat Death
The RPG Roundtable at RPG Vault now has a new part, this time in part 3 you can continue to read the opinions of several CRPG specialists, like Chris Avellone, here`s a zip of what he wrote:
<blockquote>I'll play devil's advocate with Andrew Popov's comments about Fallout 2 (since I worked on it), and critique it using the points from Stage 1. Here are the flaws with the game's story. This was our fault, and I've been guilty of all the sins mentioned below, so I'm not criticizing anyone:
- Player Doesn't Give a Shit: The initial character motivation (which goes almost until 75%-90% of the way through the game) fails the "Why Should the Player Give a Shit?" test. Fallout 2 assumes you care about Arroyo enough to find the GECK. The "hunt for the McGuffin" aspect of it aside, the initial motivation is flawed, depending on how the player wants to play, which is pretty contrary to the Fallout genre. Granted, you can say "screw the GECK," but there is no evil end-game reward for doing so (our fault.)
Not until the appearance (and the revelation of the motivation) of the Enclave very, very late in the game are you placed in danger, which is where the player's motivation starts to get on the right track. Why does the player give a shit about the Enclave? Because they want to kill the player. Granted, it sucks that they don't want to kill you in particular (which fails the player-centric test) - you're just one of a bunch of other people they want to kill. Still, it's clear why the player should care about stomping them into the ground.</blockquote>
And he adds quite a few more insights on Fallout2 , you can read the rest here, thanks Raymondo2000 for the heads up.
<blockquote>I'll play devil's advocate with Andrew Popov's comments about Fallout 2 (since I worked on it), and critique it using the points from Stage 1. Here are the flaws with the game's story. This was our fault, and I've been guilty of all the sins mentioned below, so I'm not criticizing anyone:
- Player Doesn't Give a Shit: The initial character motivation (which goes almost until 75%-90% of the way through the game) fails the "Why Should the Player Give a Shit?" test. Fallout 2 assumes you care about Arroyo enough to find the GECK. The "hunt for the McGuffin" aspect of it aside, the initial motivation is flawed, depending on how the player wants to play, which is pretty contrary to the Fallout genre. Granted, you can say "screw the GECK," but there is no evil end-game reward for doing so (our fault.)
Not until the appearance (and the revelation of the motivation) of the Enclave very, very late in the game are you placed in danger, which is where the player's motivation starts to get on the right track. Why does the player give a shit about the Enclave? Because they want to kill the player. Granted, it sucks that they don't want to kill you in particular (which fails the player-centric test) - you're just one of a bunch of other people they want to kill. Still, it's clear why the player should care about stomping them into the ground.</blockquote>
And he adds quite a few more insights on Fallout2 , you can read the rest here, thanks Raymondo2000 for the heads up.