(Storyline, Dialogues, NPC's) over gfx

Ronin

First time out of the vault
like everyone around here i'm afraid Bethesda wont come up with the fallout 3 we are all hoping for. But as I read the forums, I see a lot of concern about the engine the 3rd person or 1st person idea, and how combat will be done.

however my main concern is (see topic) the massive and complicated storyline, the oh so funny, but damn good dialogues you can have with random people, the great references made to anything within the real world, the NPC's. The main reason for me liking the fallout series is the Humor and well thought of storyline. How can Bethesda ever ever continue down this same road, without the original interplay team.. without the minds who came up with the story.. It is basically impossible for anyone to copy the humour their lies beneath the dialogues in fallout.

I so hate all of the mess that was formaly interplay, and I hate it that chances are close to zero that a simular game we all want to see will ever be made. this by the way includes all the mods... making maps, new guns and pretty little pictures is nice, but they can't copy the minds of the original interplay team.. never.
 
Please post in an already existing thread for this; these concerns have been raised numerous times.

Now, on to replying to your post: I know what you mean. But the trend nowadays HAS been concentrating on graphics over making the game enjoyable or giving it a decent storyline. Most retailers have a policy of no refunds on open software (open box, that is, not open source) and no exchanges except for the same game. So all the game companies are trying to do anymore is impress people with graphics and a lot of vague technical talk so that they plunk down the $50 (American) for the game. And if the game is only fun for about an hour *coughDoom3cough*, then fuck you because they already got your money and there's not a damn thing you can do about it.
 
however my main concern is (see topic) the massive and complicated storyline, the oh so funny, but damn good dialogues you can have with random people, the great references made to anything within the real world, the NPC's.

I feel the same way. I want a great, interesting story, open endedness and atmosphere. I find the vast majority of fans are only concerned with combat. Story is just an after thought to most. Oh well, to each his own, I guess.
 
I completely agree, but when you say open endedness do you mean the freedom to contend with quests at your personal leisure, or that plus multiple solutions and approach methods for completing a quest/over coming a situation?

Personally I feel a story line is extremely important to the motivation and enjoyment of playing the game, but multiple solutions to approaching a quest, situation, or motive in my opinion is just as important as the atmosphere and intelligent script. I don't want to be forced to do something strictly the developer's way. That's one of the main reasons I fell in love with Fallout.

True non-linearity is just as important as the character creation and progression system in my opinion, if I want to further progress my own story, I should be able to, If I want to scrap the story progress and just explore let me, etc. It gives more replay value and immersion that this game is an alternative reality.
 
This may get me hurt here, but I don't think you have to worry about Bethesda's storytelling skills. Taken as a whole, the Elder Scrolls series has a very in-depth story, and I'm sure they'll do the same to Fallout's story. Para examplar, you can be sure we won't need a "Fallout 3 Bible" after the game comes out - they'll stick most of that kinda stuff in books you'll be able to find in-game.
 
Rampancy said:
This may get me hurt here, but I don't think you have to worry about Bethesda's storytelling skills. Taken as a whole, the Elder Scrolls series has a very in-depth story, and I'm sure they'll do the same to Fallout's story.

Too bad they are incompetent in terms of a gripping setting, unless you could thousands of irrelevant minutiae thrown in your direction to be something noteworthy. About the best they have managed to do is make a world mostly in an RNG, propogate flora and fauna in the same style consideration or a la drag and drop into the dungons, and then assemble an oversaturation of background information as a crutch to prop up the flaccid storyline and story progression. Hell, that's how they try to get the cardboard characters to stand up.

No thanks.

Para examplar, you can be sure we won't need a "Fallout 3 Bible" after the game comes out - they'll stick most of that kinda stuff in books you'll be able to find in-game.

Actually, that sounds like one of the few things that they could do right, assuming of course that they have someone who is familiar enough with the setting and backstory and doesn't use it as a crutch to make the story seem in-depth.

i.e. not Todd or most of the other BethSoft people who have publicly spoken about this, since it seems they only open their mouth to metaphorically exchange which foot the press release/article/forum post states they have up to the kneecap. I'd suggest you read a few of them.
 
It's good to have everything about your game layed out by the time you're producing it, but that doesn't mean ALL of that information should be IN the game.

If you tell the players every secret the game world is complete, explored and boring. How could any sequel after that possibly have anything interesting to say other than which one of the predictable developments the situation could lead into has actually come true?

If Fallout 1 had told you everything about the world before Fallout there wouldn't have been anything left for Fallout 2.
The only unexpected insights that could have followed would be ones that are inconsistent with the previously established facts.
 
To add another important point, you should not be able to discover everything about the setting with one character, in the same playthrough. The world's lore should not be open for all types of characters, but instead each would learn of something of the world through their adventures depending upon how they progress through it.

Important pre-war data would be a hoarded/guarded item, as it was in Fallout.
 
Roshambo said:
Important pre-war data would be a hoarded/guarded item, as it was in Fallout.

The converse would be interesting as well. Wasn't VB going along that line, with the Brotherhood having to come to terms with the fact that their hoarding / guarding was becoming largely ineffectual?
 
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