Alphadrop said:I call it "Fallout East"![]()
They could say Fallout 3 is only a working title, that would give them some leverage to change it.
Falloutz - East Coast Stylez
Yo.
Alphadrop said:I call it "Fallout East"![]()
They could say Fallout 3 is only a working title, that would give them some leverage to change it.
PaladinHeart said:I can understand your lament and sorrow if you're not a fan, AT ALL, of first person RPG's and if you absolutely hated Stalker, Oblivion, Morrowind, and any other first person RPG that's ever been made. As for myself, I'm happy to see a first person post apocalypse RPG. I've still yet to play Stalker, but that's only because Wal-Mart hasn't stocked any $20 versions of the game yet. x].
ookami said:I'll admit that it's not a 100% thing, but it wasn't removed and you're going overboard in declaring it useless.
It was useless to you. I didn't find it to be useless as I used it quite a lot. I'm not saying the other views weren't useful too and occasionally necessary (I really wouldn't mind having different perspective options in a Fallout game), but ariel was not useless like it is in Fallout 3. It was a functional option in GTA III (regardless of your opinions on usefulness), it will not be functional to that extent in Fallout 3.eff-out said:It was useless for anything but nostalgic fun. You couldn't drive in tunnels or complete the majority of missions using overhead.
In Fallout? Or did you mean in Fallout 3?The isometric view in Fallout seems to similarly exist purely for nostalgia.
Serious enough. I already said it wasn't 100%, but it certainly wasn't 'near useless' or I wouldn't have used it. The point is that it was still there and it was more functional than it will be in FO3. The reason that GTA III's aerial view was still functional to that point is because they didn't jack around with the core gameplay the way that Bethesda has been doing with FO3.Brother None said:Are you serious, ookami?
Eyenixon said:Brosef I shall whip out my thesaurus and lay unto you.
Brother None said:What? There are currently about half a dozen post-apocalyptic games in development. Zero pen and paper emulating ones. Where's the dearth, exactly?
Brother None said:this question has buck-all to do with our attitude towards Fallout.
Brother None said:Huh? I'm saying our argument comes down to keeping everything of the basic design philosophy of Fallout, which naturally includes both the retro-50s post-apocalyptic setting and the pen and paper emulating RPG style. It's a factual argument on franchise fidelity, it is unrelated to personal preference.
eff-out said:Maybe I should have said "relative dearth". Way more King Arthur castles than Don Johnson wastelands. All I was saying.
eff-out said:Maybe, but you might be more forgiving and optimistic if the setting was more important than the camera angle (oversimplifying, I know).
eff-out said:I think the division comes in what we recognize as the core elements of fallout's design, you can quote the intent, and that's one perspective. I am quoting my interpretation.
Brother None said:And I can not only quote the intent, I can point and say "that's what it is". It is turn-based. It is isometric. That's not intent, that's reality.
eff-out said:It is your intent to prove that the differences are more important than the similarities and that can not be done objectively.
Brother None said:eff-out said:What? What made you think this is a zero-sum game? It is my intent to point out that amongst the changes made by Bethesda are not just details but also core design elements of Fallout. One way to prove that is common sense (combat mechanics tend to be a core element), another way is design intent.
I'm saying that "core design elements" are subjective, many things come together to make games what they are and it is difficult to objectively determine what elements are core.
Following your example: combat mechanics can vary sequel to sequel depending on the franchise, there is no objective measurement of how much variance is acceptable. The Legend of Zelda series is an example of a franchise that remains cohesive despite changes to it's combat mechanics. You might say that the shift from turn-based to real time is too big a shift, but that cannot be proven empirically.
As far as design intent, Fallout designers claim to be emulating tabletop roleplaying. Fallout 3 designers claim to be emulating the original Fallout. Transitive property on that one. You might say that Fallout 3 is taking liberties with fallout mechanics by using VATS instead of TB, someone on this forum said Fallout took liberties with tabletop mechanics by using complicated "maths" (whoever said this, I'm not enlisting you as an ally, I'm just appropriating your point, so if you don't agree with my overall thesis please don't take this as evidence that I think you do). I don't know what counts as "too many liberties", because there isn't an objective measurement.
Obviously, Fallout 3 (from what I've seen) has enough in common with the original Fallouts to appeal to their fans. I don't cream my pants at every FPRPG or vaguely post-apocalyptic game that floats down the river, I don't play many games and I choose the ones I play carefully. If I thought Fallout 3 was Fallout in name only, I wouldn't be excited about it.
Brother None said:But you make it sound like a zero-sum, "bad outweighs the good" thing. That's really missing the point.
No, I'm saying that I think the move to real-time first person was a good idea, you're trying to prove that it's a bad one. It's a zero sum game only because there's no ground to gain.
If you could objectively prove my assessment was incorrect, then I'd need to buy a ticket to the next Jerry Bruckheimer/Dane Cook movie, because apparently I'm a walking turnip.
eff-out said:I'm saying that "core design elements" are subjective.
eff-out said:Fallout designers claim to be emulating tabletop roleplaying. Fallout 3 designers claim to be emulating the original Fallout. Transitive property on that one.
eff-out said:No, I'm saying that I think the move to real-time first person was a good idea, you're trying to prove that it's a bad one. It's a zero sum game only because there's no ground to gain.
Bethesda even refuses marketing feedback (I got warned for giving some) and have been unresponsive to any other feedback and blacklisted STG for criticizing problems with ST: Legacy so...PaladinHeart said:Bottom line: People should complain because feedback, both positive and negative, is integral to good game design. Just look at Blizzard for a good example. They hand placed everything in their gameplay video just to get feedback on what people do and don't like. If you don't listen to the consumers then you're destined to fail.
Zelda has not had any major overhauls in gameplay since Zelda 2 (which was a flop and the gameplay was abandoned). They have added to the core gameplay, made it 3-D, and added other methods of combat (Majora's Mask was the first with the Zora, Goron, and Deku masks) but the core gameplay is very much intact. The Zelda serries is a great example of how to evolve gameplay in a serries which isn't to say that everything that they've done is good but that it's adding (positively or negatively) to the core gameplay instead of changing it.eff-out said:Following your example: combat mechanics can vary sequel to sequel depending on the franchise, there is no objective measurement of how much variance is acceptable. The Legend of Zelda series is an example of a franchise that remains cohesive despite changes to it's combat mechanics. You might say that the shift from turn-based to real time is too big a shift, but that cannot be proven empirically.
EnglishMuffin said:Pu..ma man he flies like a moron!