Original Vault Dweller as NPC

  • Thread starter Thread starter Guest
  • Start date Start date
G

Guest

Guest
This is just a vaguly entertaining idea I came up with as I was reading the board, so dont' flame me too much...

Wouldn't it be interested to have the original vault dweller as an NPC during the game?

Remember back when the vault dweller destroyed the vats of FEV at the military base back in FO1? It's possible that when they exploded they threw a thin spray or vapor of fev over the immediate area, where (s)he (the vault dweller) was standing as they exploded. Now perhaps it wouldn't be nearly enough to mutate her/him all at once, but instead would become a continueing process which would sped up as the virus created more copies of it self in his/her body. Of course the vault dweller wouldn't be aware of this.

After he founds the village and it begins to thrive however, she begins to notice changes. Instead of old age robbing away her strenth and speed, she seems to get stronger and faster with the years. Eventually when her skin starts to change colors to a dark shade of green/gray, she realizes what is happening, although doesn't understand it. When the changes become to much to hide then she simply dissapears from the village and never is seen thier again, and eventually it is assumed that she's dead. Instead, she goes off to find a cave to live in and a place to think.


Fast Forward to the time of FO3

Perhaps your character could simply find her in a fully-mutated form, having survived all these years hidden away from the world, quite a few strengh points higher but a few Intell lower (although with a low rad count, it wouldn't be too bad). And you could convince her to join your party for another adventure.

Your character comes across the old familar military base (Or another suitable location) and finds that the vats have been rebuilt and the mutant threat/salvation started again under a new master, all of this done by your character, who finally sees the truth of the Unity, during the time between games. That master, of course, turns out to be your character from FO1. The fact that the vault dweller finally becomes what he hates really expand the Norish feeling and ending present in Fallout. It would be awsome to either be able to destroy the new mutants or join your ancestor, and finally get play as a mutant like was intended in the original fallout 1. Perhaps even be able to take down vault 13, which might still be humming along after all that time. Perhaps the years and the FEV have twisted/hardened the vault dwellers feelings of being rejected from the vault into a desire for revenge, or perhaps the virus convinced the vault dweller to finally liberate the citizens from the vault into the outside world through the New Unity from feelings of caring.

I don't think this should be the Main Plot of FO3, sence it's pretty much been done. But it would be a great subquest...

As far as the problems of playing as a different race (different quests and the like.) I don't think it would be a big problem in this scenario. Perhaps becoming a mutant would only garnish a few mutant only quests to perform, then perhaps attempting to overthrow all of the cities on the map (which is mainly just combat). After that, the game would be finished with a completely different ending then the main quest, thus adding more replayablility and entertainment to FO3.

So, what do you guys think?
 
But the whole point of Fallout was that the vault dweller was whoever you wanted him or her to be. By making him or her and NPC in FO3, Interplay would have to asign an identity, and it would probably be a crappy one.

"I am a sick man. I am an angry man. I am an unattractive man. I think there's something wrong with my liver." - Fyodor Dostoevsky
 
just like the crappy unisex name that was given to his/her wife/husband: PAT =]
 
Hmm... What about the outcome of the game? Shady Sands could be destroyed, or grow into a New California Republic, depending on your choices. According to that logic, Fallout 2 should've been set in a completely different timeline and/or place (although I would agree with this setup, it'd be for other reasons) to avoid 'inconsistencies'.

I don't think it's such a big loss, to create a generic Wanderer, especially because Fallout 1 is not very supportive of true non-linear role-playing (being good is hell of a lot better than being bad). Grey-haired man in a trenchcoat over his old V13 jumpsuit is generic enough, provided he won't be telling you every goddamn detail of his adventures like 'he' did in FO2 manual.




 
>But the whole point of Fallout
>was that the vault dweller
>was whoever you wanted him
>or her to be. By
>making him or her and
>NPC in FO3, Interplay would
>have to asign an identity,
>and it would probably be
>a crappy one.

It could possibly work if you could load your Fallout 1 Character
into the game.


http://home.swipnet.se/~w-30269/midis/MEGAMAN.GIF
 
They'd still have to give the Dweller a personality which could still clash with your vision and cheapen the feel of the game a great deal.
 
I'm not really keen on the idea but why not use this logic:

You stumble upon a little town that is rumored to house the body of the Vault Dweller. You confer with one of the inhabbitants of the village and then during the course of conversation can find out things about the Vault Dweller by the questions YOU ask. Just main things like Race, Sex, and alignment for now... until you meet the "real Vault Dweller" and can ask more specific questions. Again you more or less lead him/her on and the game tailors the speech and actions of the Vault Dweller NPC into what you did when you were the Vault Dweller in Fallout.

Now I have no hope that Interplay could pull this off, but it is an interesting way to approach the problem, and I think that the logic of it might work.

True Raven
http://www.annunakiguild.net
The Annunaki FanFic and Theory Guild
 
Back
Top