Quakecon 2015: Fallout 4 details

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We have a few more details from Quakecon 2015 to share. I believe some of this has been mentioned, so I'll just post it here.

http://www.ign.com/articles/2015/07...nt page)&utm_content=18&utm_campaign=Blogroll

http://www.gamespot.com/articles/fallout-4-was-basically-done-before-bethesda-even-/1100-6429241/

Mod tools will take a few months after launch to be released. I think this is typically the case with Bethesda, but I may be wrong. Many are speculating that focusing on consoles might lessen the quality of mods.

Everything in Fallout 4 is basically done. All they have left is a couple months of polishing until release.
 
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The G.E.C.K. editor for Fallout 3 was released 6 weeks after launch. The Creation Kit editor for Skyrim was released about 3 months after launch.
 
Nobody cares about mods if the game sucks.

I was under the impression that "teh modderz will fix it."

This is not to say Bethesda doesn't listen to fan feedback. Hines stressed that the developer pored over forums and reviews for Fallout 3 and The Elder Scrolls V: Skyrim in an effort to make Fallout 4 a better game.

I guess they didn't look on NMA. Also, it seems to be confirmed that they ignored NV.
 
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The G.E.C.K. editor for Fallout 3 was released 6 weeks after launch. The Creation Kit editor for Skyrim was released about 3 months after launch.

That is what I thought. I think they may be taking longer since consoles are getting mod support. I can only imagine how Nexus will handle things.
 
"We value fan feedback... except the one from people who actually played the original games... "
 
The G.E.C.K. editor for Fallout 3 was released 6 weeks after launch. The Creation Kit editor for Skyrim was released about 3 months after launch.

That is what I thought. I think they may be taking longer since consoles are getting mod support. I can only imagine how Nexus will handle things.

Aren't the console mods going to go exclusively through Beth.net or whatever they're calling their own service that they're introducing with this game?

I don't think they will say that PC mods can only come through there, since Bethesda can't safely host stuff like the Macho Man Randy Savage or My Little Pony dragons Skyrim mod because of legal issues, but I think they understand some people like stupid stuff like that so they won't tell them they can't ever get it.
 
They did say Bethesda.net would be a gateway to Doom and Fallout mods so I would assume so. I guess Nexus could just stay for PC users. Mod authors could upload to Nexus as well as Bethesda.net so nothing major would change.
 
Perks in FO4 won't be interesting. Skyrim is the best proof for that.

Design and gameplay potential is something Bethesda is good at leaving unfulfilled but it doesn't mean that the concept was bad. Even then I think that it will feel more rewarding than skill points did in Fallout 3 and New Vegas. Skill points were transparent barriers to entry to dialogue options, loot, and perks but otherwise had no appreciable effect on the gameplay. Sadly as boring as those Skyrim perks are, they were more interesting than what skill points granted in Fallout 3. Skill points are fundamentally an abstraction and Bethesda's design has replaced removed the abstraction by having the player actually do things: the awful lockpicking minigame, FPS combat, the lame hacking minigame, etc. They either needed to figure out a way to abstract skill points in a meaningful way or abstract skills differently. Bethesda decided to do what they always do and base it off of what they did in TES. I think that the real problem is likely to be the loss of the potential variety provided by skills in the original games despite how underutilized many skills were by designers in all of the games.
 
In which way was Skyrims Perk system interesting? I am really curious.

What I see is that Fallouts PnP system gets more and more dismantled in a favour of shooter mechanics making it more of an FPS than a Role Playing Game. Pretty much what happend from the first Elder Scroll Games to Skyrim where each game removed more and more skills streamlining the gameplay, removing options and making it rather a shooter in the end. You just have to look at the magic and enchanting in Skyrim and compare it with Oblivion, Morrowind and previous games. Not that Magic was really very complex in the Elder Scroll Games anyway, but still. I see Skyrims perk system as rather bland in the end.
 
The concept of getting good a certain skill by making use of said skill is a great idea, unfortunately it is difficult to implement it right, and Beth failed at it, making it tedious and grindy. And the perks were simply bland and generic, but there is a lot of potential in it, but you would really have to sit down and think it through properly.
 
I already know how I will get all the gun skills maxed out. Punch and shoot that immortal dog till I max them out.

If they have any sense, they will make the dog become hostile - and thus "killable" - if you try that "tactic". But the idea itself is devious and you can be damn sure I'll do the same if given the chance. :twisted:
 
No clue what that is supposed to mean :V

*Edit
Though I don't understand why Gizmo is even spending his time there. Well except for beeing a modder eventually. No clue :P
 
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Man, I'm not gonna wade into the BethSoft forums to try and parse anything from them.

They know what they like and it's not what we like.

I can't even begin to think what it would be like to go through life without being able to handle criticism of things I enjoy.

Oh wait, that was my early teen years.

It sucked.
 
I think the gruesome truth is that most of them are adults ...

Physically? Yes. But emotionally and intellectually?

I'm not saying, but I'm saying that Beth's target audience are people who eat up 100+ hours of power fantasy simulators where you are literally the most important person in the world and can do whatever you want.
 
I think the gruesome truth is that most of them are adults ...

Physically? Yes. But emotionally and intellectually?

I'm not saying, but I'm saying that Beth's target audience are people who eat up 100+ hours of power fantasy simulators where you are literally the most important person in the world and can do whatever you want.

Yep.

It wasn't different in the classic Fallouts, but at least you had to work for it to be the most important person. (IE: at first you're just a pansy vault dweller, later you become the destroyer of the Master. Like wise for FO2, you're just some no one Tribal and then you destroy the Enclave and save the Wasteland from a dangerous plot.) And even when you are the most important person in the classics, you actually had consequences for your actions!

In Skyrim you become the most important person after killing some weak Dragon that is supposed to be immortal and feared. There's no consequence for the majority of your choices. You can kill the owner of an orphanage and guards will be like "didn't I see you exit?" You can be the leader of the Dark Brotherhood and guards will be like "nevermind xd"

In FO3, assuming you defended yourself, you literally killed 60% of the security of a Vault. See above.
 
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