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I... didn't know that. DEEPEST LORE. Isn't there a new Machete movie coming soon?The both feature the same character, and presumably one happens before or after the other.
I... didn't know that. DEEPEST LORE. Isn't there a new Machete movie coming soon?The both feature the same character, and presumably one happens before or after the other.
Now now. Saying that entire game series are not good examples because it doesn't fit with your idea of a sequel is not a good move. I can name many game series where the games are all about different things and characters and stuff like that.Final Fantasy is not really a good example of that. It is established that each game happens in a separate universe (at least the numbered ones, except 10-2 or 13-2 and Lightning Returns), therefore not direct sequels or just sequels.
You are once again confusing specific "game" sequels with "game series" sequels. Civilization 2 is a game series sequel of Civilization 1 and Civilization 3 is a game series sequel of both 1 and 2. That is not even questionable...In those cases, those are different ENTRIES in those series and not actual sequels. TerminallyChill already posted the definition of what a sequel is.
For me, a sequel is something that continues what happened in the previous game/games. It happens in the same universe, it expands on several things on the lore and can even add characters that are related to the characters in previous games.
Final Fantasy entries, for the most part, are not sequels. That's why there's 10-2 and 13-2. If they were sequels, 10-2 would be Final Fantasy 11 and 13-2 would be Final Fantasy 14 instead. Each of the main entries is basically their own separate line that can have sequels.
Shogun Total War is not a sequel to Rome Total War. But Rome Total War 2 is a sequel to Rome Total War.
I guess we have a different definition on what a sequel is actually about. Let's just agree to disagree because this is getting off-topic.
Well, if I imagine that New Vegas didn't exist, then I'm also imagining that Fallout 3 didn't exist. If Fallout 3 didn't exist, then that means this would've existed:Imagine if New Vegas didn't exist so you wouldn't even have a point of referenceNorzan said:Imagine if New Vegas had the gameplay of the first two games, but with better graphics? I would be all over that shit even more than i do now.
I guess we have different terms for that. I call it "entries" and not "game series sequels". Which makes me question why we are even arguing.You are once again confusing specific "game" sequels with "game series" sequels. Civilization 2 is a game series sequel of Civilization 1 and Civilization 3 is a game series sequel of both 1 and 2. That is not even questionable...
Once again, you think of sequels as only in story, not in game series, and that is the problem.
I know quite well what a sequel to a movie or book or a specific game is, but "game series" sequels are games that advance the series somehow, not the plot or story (although they can).
One thing I don't understand about Fallout 3, and this is the only other extra thing I'll create on here:
Why do people think that locations in Fallout games should only exist if they have loot or that they're related to quests? NV has places where you just discover and they don't have anything in them. These locations are regarded as "Pointless". Why? They're part of the map, it's what makes New Vegas and its surroundings as NV and it's surroundings. There's many places in real life that have no meaning at all but they're there. If you expect loot for every location, then you should expect a gold bar in every abandoned house out there irl. See if that works.
Unfair comparison. Fallout started as a videogame that tries to simulate real-life post-apocalyptic world, while Mario is... well, whatever it is. And I don't see why did you reply with something such as, "Just because something isn't realistic, doesn't mean it's a bad gameplay mechanic." to Daniel when all he talked about was whether or not locations made sense or not. What Daniel talked about has no connection whatsoever with gameplay mechanics, but rather location/environmental design and its relation to in-game logic (in this case, attempt to simulate real-life post-apocalyptic world, which in this case takes place in the Mojave Wasteland, of which has a real-life counterpart).From a gameplay standpoint, they are pointless. Fallout is a video game. Just because something isn't realistic, doesn't mean it's a bad gameplay mechanic. Should Mario only jump a couple inches off the ground? Would that be fun?
Unfair comparison. Fallout started as a videogame that tries to simulate real-life post-apocalyptic world, while Mario is... well, whatever it is. And I don't see why did you reply with something such as, "Just because something isn't realistic, doesn't mean it's a bad gameplay mechanic." to Daniel when all he talked about was whether or not locations made sense or not. What Daniel talked about has no connection whatsoever with gameplay mechanics, but rather location/environmental design and its relation to in-game logic (in this case, attempt to simulate real-life post-apocalyptic world, which in this case takes place in the Mojave Wasteland, of which has a real-life counterpart).
Oh, right.He asked why people thought they were pointless. I gave him the answer.
Oh, right.
However, I still don't see how they're 'pointless' from gameplay standpoint. I know that you meant it by those locations not giving you loot, but I'll say that's not the right way to see it. Finding those locations but not loot in it does not relate to gameplay mechanics itself, BUT finding those locations in and of itself is part of exploration, which is part of moment-to-moment gameplay, which in turn contributed in telling you what's going on in the larger picture.
Now that I think about it, I actually don't remember any locations in New Vegas that were 'pointless' just because they doesn't have loot on it. Iirc literally every locations have something lying around on it or inside containers in vanilla game.
Okay, imagine it as this. Before the whole wasteland, there was the Pre-War era, correct? A race track could of been used back then to host races. That gas station could of been used to fill cars back up. You might ask what's the point in them now after the war, but isn't the whole premise of Fallout like a "crack at what America looks like if it was nuked to shit, and what problems would the human race have to face"? Those race tracks and gas stations might aswell exist in real life too, and imagining them after the nukes would be a cool thing to see. Fallout helps you with that, it's what it was made for, take you into what could of been the future. You can't forget that, even if it's buried beneath the amazing RPG system that shapes up the gameplay.When a player spends time poking around an old gas station or searching a racetrack only to find no interesting story, no cool weapon, or no unique set of armor, it makes them think that some locations aren't necessary to investigate. This is why many people feel the exploration is superior in Fallout 3 because it never seems like the player's time is wasted for checking out a location. Just because real life places can be boring and pointless, doesn't mean a game has to immitate this in order to preserve the illusion of reality. Fallout is not a simulation title, it's a role playing game.
Okay, imagine it as this. Before the whole wasteland, there was the Pre-War era, correct? A race track could of been used back then to host races. That gas station could of been used to fill cars back up. You might ask what's the point in them now after the war, but isn't the whole premise of Fallout like a "crack at what America looks like if it was nuked to shit, and what problems would the human race have to face"? Those race tracks and gas stations might aswell exist in real life too, and imagining them after the nukes would be a cool thing to see. Fallout helps you with that, it's what it was made for, take you into what could of been the future. You can't forget that, even if it's buried beneath the amazing RPG system that shapes up the gameplay.
I can hazard a guess...One thing I don't understand about Fallout 3, and this is the only other extra thing I'll create on here:
Why do people think that locations in Fallout games should only exist if they have loot or that they're related to quests? NV has places where you just discover and they don't have anything in them. These locations are regarded as "Pointless". Why? They're part of the map, it's what makes New Vegas and its surroundings as NV and it's surroundings. There's many places in real life that have no meaning at all but they're there. If you expect loot for every location, then you should expect a gold bar in every abandoned house out there irl. See if that works.
I can hazard a guess...
It's been mentioned before that FO3 is designed like as theme park ride. Around every corner is something to engage and remind the visitor of the theme; in FO3's case, of the wacky Fallout land, and its kooky denizens, and their faux-fifties perspective on everything (bogus interpretations aside). It's like they paid for a ticket to Wallyworld— or more closely... Westworld.
New Vegas doesn't play like a theme park, and when people (expecting the next new thing on display for them) see that there is nothing personally engaging or profitable to them there—in a location that they deigned to visit... they perceive it as a waste, and of being deprived—of... something... of.. whatever it was they weren't expecting—"but it should have been there!"
I don't recall any location in New Vegas being a waste in terms of exploring. When it had no loot to pick up, it had an explanation. Some of the times, someone got there before you and it had a little backstory for it.
Me too. The only reason I brought it up is because other people keep saying that and I finally have a place to discuss it in.I don't recall any location in New Vegas being a waste in terms of exploring. When it had no loot to pick up, it had an explanation. Some of the times, someone got there before you and it had a little backstory for it.
The game is already there, there are PLENTY of locations with loot (a.k.a purpose in it) and there's more of them than the ones without any loot and just the environmental storytelling. I just like to take a break and take in the additional storytelling. If I wanted Fallout to be something else than a RPG game then I wouldn't of been here talking to any of you because I wouldn't appreciate the games at all.The 'premise' of Fallout is that it's a role playing game with a post-apocalyptic setting. You are confusing gameplay with story. It needs to fulfill its duty as a game before the other elements are even taken into account. If visited locations serve no purpose, then the software has failed. It might as well just be a virtual exploration simulator, a movie, or a book if you think its immediate purpose is to tell you a story. I personally think you need to do a little more research about video game development theory before you make any more foolish statements such as this. Not trying to be an asshole.