My review of Fallout: the Series Season One 9/10

A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."

apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"

I think he's just saying that if the map were scaled close to real life, the ruins of New Vegas alone would be so large as to be the entire map.
 
I think he's just saying that if the map were scaled close to real life, the ruins of New Vegas alone would be so large as to be the entire map.

Ah, I don't mean real life scaled, but perhaps as Norzan brings up, in an engine that allows for cities to feel big such as Witcher or your idea of multiple large cells interconnected on an overworld map. I have mods on my New Vegas modlist that opens and populated Freeside, The Strip, as well as the Casinos and it feels great.
 
Man, imagine a properly scaled and populated New Vegas.
Adding more to the game world is rarely a good thing, at least for stability reasons. Hell, whenever I used to play New Vegas, I'd actively look for mods that removed things. But I understand what you are referring to, an ideal version of New Vegas that's capable of doing it.

Edit: as an aside... I hate how the draft saves left over and or scrapped posts
 
Adding more to the game world is rarely a good thing, at least for stability reasons.

Honestly that's just a skill issue on Gamebryo's end. There were a lot of games released at the time that could simulate large world spaces fairly well.
 
Honestly that's just a skill issue on Gamebryo's end. There were a lot of games released at the time that could simulate large world spaces fairly well.
Bethesda's version of Gamebryo. I'm not certain about the original Gamebryo/NetImmerse, though it was used for MMO's.
 
If I remember correctly, Divinity II used Gamebryo as well, though I'm not sure how it compares to Fallout.
The point I'm trying to make, is that people blanketly blame the Gamebryo engine for all of Fallout 3, NV and yes 4's (as the Creation Engine is built off the bones of it) issues. When in reality, it's just Bethesda's slapdashed version of it.
 
A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."

apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
i mean thats bad in skyrim too. you do get that right? when small villages in morrowind are bigger than the capital of skyrim which is two streets youre goofin. look at some of the cities in tamriel rebuilt. 100s of npcs just in karthwasten which in skyrim was 4 huts. its embarassing
 
The point I'm trying to make, is that people blanketly blame the Gamebryo engine for all of Fallout 3, NV and yes 4's (as the Creation Engine is built off the bones of it) issues. When in reality, it's just Bethesda's slap dashed version of it.

Fair, I don't know about the original Gamebryo engine. But it's still a skill issue on Bethesda's engine nonetheless. And actually now that I take into account that it's Bethesda's tweaked version of the engine it makes a lot more sense. Bethesda didn't WANT any major cities for Fallout 3. They wanted little mini Junktowns scattered around like Megaton, Rivet City, Girdershade, whereas New Vegas WANTED a major city with the Vegas area. Even D.C. proper was secluded cells separated by the metro stations.
 
Fair, I don't know about the original Gamebryo engine. But it's still a skill issue on Bethesda's engine nonetheless. And actually now that I take into account that it's Bethesda's tweaked version of the engine it makes a lot more sense. Bethesda didn't WANT any major cities for Fallout 3. They wanted little mini Junktowns scattered around like Megaton, Rivet City, Girdershade, whereas New Vegas WANTED a major city with the Vegas area. Even D.C. proper was secluded cells separated by the metro stations.
Don't forget about how they attached the Havok engine to it like a parasitic twin. You ever wonder why things get fucky when the game goes over 60fps? It's because the physics are attached to the framerate.
 
Don't forget about how they attached the Havok engine to it like a parasitic twin. You ever wonder why things get fucky when the game goes over 60fps? It's because the physics are attached to the framerate.
I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.
 
I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.
Something something radiant AI. Anything to keep the player distracted from the abysmal story telling.
 
A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."

apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
They could've atleast faked the scale of White run, like Caesar's Legion is really just a small Fort, but in the distance you can see many tents, implying that there are bigger force, same could've been done to Whiterun.
 
Sounds like a skill issue on your behalf. Ghouls being radioactive mutants have a very low caloric diet. combined with their rat farms and fungus hunting parties working at peak performance they just need a steady source of clean water because Set has standards and dirty toilet water just won't do.
Pretty sure you can get to Necropolis with a caravan tho.
A huge chunk of the complaints about Fallout 3 seem to be, "This is literally the world despite the fact it's obviously a scaled down version."

apparently, in Skyrim, they'd all say, "Whiterun only has 30 people! How is it the largest city!"
It's scaled down, sure, but it doesn't make the attempt to show anything scaled down, either. It's at most implied like in the 2D fallouts, and that doesn't fly in a 3D world that isn't abstracted. They learned in Skyrim and Fallout 4, mainly from NV I suspect.
 
Given Seth's affect, I think it's more likely that the ghouls procure their food by raiding hapless normies who pass in the vicinity of the Necropolis. Or perhaps the hydroponics wing of the vault is still operational, that doesn't seem out of the question to me given it's water purification is still working.
We can have map encounters with hostile ghoul scavenger groups around Necropolis, so there is ingame support for the raiding of normies.

EDIT: I just remembered that Necropolis sewers do have a ton of Rats and some Mole Rats (which are quite large). I can't remember if there are any Pig Rats in there.
 
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I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.
the thing about physics being tied to the framerate is that those problems have been fixed multiple times by modders and Bethesda never bothered. You can run modded New Vegas at 144 fps without the game world breaking every time there's an explosion, but Bethesda still can't be assed to fix all the problems Fallout 4 has, and it's been almost 9 years since its release date! Basic and straightforward problems that they never got around to addressing because it would've been pointless to fix for the console market.
 
We can have map encounters with hostile ghoul scavenger groups around Necropolis, so there is ingame support for the raiding of normies.

EDIT: I just remembered that Necropolis sewers do have a ton of Rats and some Mole Rats (which are quite large). I can't remember if there are any Pig Rats in there.
Eventually normies would learn to just avoid Necropolis, and in sewers you can see dead ghouls, who were killed by rats, how didn't they died out with those deaths per hunt?
 
I can’t help but feel like their games would run a lot smoother if they didn’t feel the need to attach physics to every single piece of clutter in the game. I remember first playing Oblivion and thinking it was so cool that you could pick up anything, kick shit off tables, and so on, but by the time Fallout 3 came out I realized how utterly pointless that is compared to actual gameplay.
It's pretty frustrating that Bethesda wastes so much development time in shit like this that in the end is either kind of pointless, outright immersion breaking, detrimental to the game's perfomance, or all combined.

The radiant AI for example, sounds cool in concept, but in the end all it caused was Bethesda having to scaled down their cities to the point of absurdity like the Imperial City in Oblivion having like 50 npcs at most in the capital of the province because having to write radiant packages for hundreds of npcs would take forever. Then all it happens is that most npcs either repeat the same exact schedule everyday (i think there's a few that do a couple of different things depending on the day of the week), the ones that actually go outside of the cities getting killed by random monsters, and awkward conversations that half of the time make no sense.
 
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