I will relate a secret that the experienced in the industry know and consider to be the defining point of CRPGs. Well, not just those who are experienced in the industry, make that just about everyone who has played RPGs for some time in ways other than those that would make Monty Haul sue for trademark infringement.
Many things claim to be an RPG because they possess a stat system that progresses whenever you flip a number base. Taken loosely, that could also mean earning an "extra man" in Pac-Man or munching all of the pellets to get to the next experience level, complete with a new dungeon full of ghosts to avoid and coins to collect. Instead, choice of action is considered to be the most important aspect in an RPG by those with a clue, mainly because you NEED to have something happen in order for the world to feel alive, the story to progress, the game to feel fun and worth playing, social interaction on many levels to occur, and the player's interest to be held. When I speak of progression, I do not refer to the limp method of most story-driven games.
When you do nothing and the world progresses, then it feels that you're being led. Not necessarily a bad thing if the application is good and in small, specific doses. When you do something and the world does a collective yawn, it becomes an issue of asking "What's the point?" Hence why many games revolving around randomizing core aspects are better left to designs suited for those already a little too vacant to really notice that there's barely any substance in the random quest generator. That is okay for actions games if they are done well, but little so in real CRPGs.
Choices should be an inherent part of Fallout's style; it is the foundation of what came before most modern titles and what the game represents. Fallout does mean the old-school P&P RPGs that created the many "sub-genres" that are often incorrectly credited with having actual role-playing somewhere in them.
Yet, without consequences, the choices will seem very superficial and for naught. This doesn't mean that there's a silver curiass at the end of every "returned child from the bottom of a well". Some things are really not that obvious yet should have some effect upon the game. All it takes is a few more lines of dialog written and you go from an NPC who loves the PC no matter what, to an NPC who likes the PC normally, but will hate their guts if they joined the Slavers. Give it more and their depth would suit a number of different paths through the game, and you don't subscribe to David "The Exponential Excuse Boy" Gaider's mistaken excuse for design. The same could be noted of Arcanum's quest variance in solutions, especially with another example I love to use.
Background (SPOILER): Master Bates. Bates is a key NPC in the game, who has information on further areas and progression of the story. He is a VERY wealthy man who lives in a mansion with a number of house servants, and he has connections to a dwarf clan, also related to how he got his great wealth. You need the information on the dwarf clan's home location, however you can get it. His bodyguard later makes fur a good Joinable NPC.
If you didn't want to highlight the above, don't worry, this next part should make a bit of sense despite not knowing the background. The labels in parenthesis are what is the required aspect in order to achieve the desired effects.
There are a number of solutions to progressing past this obstacle and further on the story. One, you can kill him, his house servants, and take the book from his drawer that tells you what you want to know. Bash it in with your ham fists if you need to. (Evil or Stupid) Alternatively, you could just sneak in and take the book, which helps if you have angered the household somehow. (Any Thief) Oh, and clean out the rest of the valuables while you are at it. (Depending upon what and how it is taken, Thief to Thief and Evil) If you can't sneak...hey, go as a house servant, there's plenty of more uniforms in storage...if they also fit and your ego is willing to act subservient. (able for Any to solve) Or, maybe, you just decided to follow a gnome's dying wish for whatever reason and give the ring to its rightful owner, who lets you in on more information than you would have learned by just killing him. (Any) Maybe you're wanting Bates to pay you more. (Charismatic).
While it might seem like a good idea to play the good guy in the above, there is little reason to deviate from a preferred playstyle or two, given the situations. Multiple solutions are quite welcome into RPGs as they are a staple, but another important aspect is that NO RPG should allow all of the experiences within to be experienced in a single playing. Maybe 60-80% depending upon how well the design is planned and how detailed it is. It is one of those things akin to no class should be able to do everything in the game. With Fallout's skill system, (ideally, and this is just a reference in parallel) you should have experienced something like this:
Skill Checks:
5 0 0 Master Level
10 30 20 High Intermediate Level
25 25 50 Intermediate Level
50 50 100 Low Intermediate Level
100 100 200 Novice Level
The first column is for a high single-tagged skill, two other lesser tagged skills, and a few remaining skills that might have had some points put into them. The second is for all three spread into Tagged evenly. The third is with two larger and equal Tagged skills, one lesser Tagged skill, and more points put into remaining skills. I'm not going to bother with the permutations involving someone putting far more points into a non-Tagged skills than their Tagged, as that is something worthy of Haris.
This allows for a variety of play styles while also allowing viability for most, if not all, of the skills; a problem in both prior Fallout games. I will admit it, some skills were a bit useless. It should be noted that some of the above may seem a bit imbalanced in giving a lot more lesser events, but with a bit of planning and creativity, rewards and opportunities for skill use/reward may be limited a bit, but isn't much of an issue as even with this it still allows the player to go back and play through again as something else. It also is a point that those are lesser events which might culminate into something larger because they finished a lot of small events that needed a variety of skills (Hint: perfect for JOAT characters, the use of which could be made evident by the first play through). The lesser do not matter to a point, since they are limited in scope, but later to balance out how stagnant JOAT characters tend to be, there should be a culminative reward in something other than experience.
Another game I have to draw attention to is another held respectable here, Planescape: Torment. Despite my favoritism towards PS:T as a D&D setting, this game does a fairly good job of reflecting your choices towards the NPCs, the setting, and they in turn treat you differently depending upon your choice in which path you take on your journeys. This should never be limited mostly to choosing the character at the creation screen.
One aspect I would have loved is if you could literally pen in the dead-book every important NPC you've killed. Cries-For-Eswhatever was pretty cool, up until I got the money from him, sneered, and killed him. Just to later clear my conscience, I later put the city's name on the giant tombstone. Okay, I lied. It was just as a trophy.
Take a look at that. Most who have played the game would have thought I likely belonged to a certain lunatic faction, as the fellow just asked me to preserve the name of his razed home city, gave me the money for it, and I sneered and pocketed it. He attacked, I defended, and then I put the city's name onto the tombstone - but I did it for my own reasons, the true mark of a Chaotic Neutral character. Or for that matter, Chaotic Evil and Neutral Evil as well, but perhaps not as much given that those would have just killed the fellow for his money and not bothered to indulge in an ironic trophy.
Another thing to note to those who have not played PS:T, your alignment changes depending your actions and attitudes towards those you interact with. This does include your NPCs, IIRC. The depth of this should be included into any Fallout sequel, as with P&P RPGs, NPCs that have depth are invaluable tools for storytelling, adding depth, and retaining player interest. It is also one of the many things that makes the world come alive, as Ultima was noted for.
Yet, as with all design, if this is designed in a lacking manner, it will not feel coherent with the rest. If it's just a simple and shallow Deus Ex if ($InnocentDeaths > 5) {&ReprimandingSpeech} else {&CongratulatorySpeech}, then it really does little to enhance or even have the aforementioned aspects that choice and consequence play in CRPGs.
If you are able to, please check out the dual-jewels of Fallout/Fallout 2 and Planescape: Torment. Soulbringer also exists on another disc, but just feel happy you got PS:T for $10, use Yawnbringer as a coaster for the ale mug.
Thoughts?
Many things claim to be an RPG because they possess a stat system that progresses whenever you flip a number base. Taken loosely, that could also mean earning an "extra man" in Pac-Man or munching all of the pellets to get to the next experience level, complete with a new dungeon full of ghosts to avoid and coins to collect. Instead, choice of action is considered to be the most important aspect in an RPG by those with a clue, mainly because you NEED to have something happen in order for the world to feel alive, the story to progress, the game to feel fun and worth playing, social interaction on many levels to occur, and the player's interest to be held. When I speak of progression, I do not refer to the limp method of most story-driven games.
When you do nothing and the world progresses, then it feels that you're being led. Not necessarily a bad thing if the application is good and in small, specific doses. When you do something and the world does a collective yawn, it becomes an issue of asking "What's the point?" Hence why many games revolving around randomizing core aspects are better left to designs suited for those already a little too vacant to really notice that there's barely any substance in the random quest generator. That is okay for actions games if they are done well, but little so in real CRPGs.
Choices should be an inherent part of Fallout's style; it is the foundation of what came before most modern titles and what the game represents. Fallout does mean the old-school P&P RPGs that created the many "sub-genres" that are often incorrectly credited with having actual role-playing somewhere in them.
Yet, without consequences, the choices will seem very superficial and for naught. This doesn't mean that there's a silver curiass at the end of every "returned child from the bottom of a well". Some things are really not that obvious yet should have some effect upon the game. All it takes is a few more lines of dialog written and you go from an NPC who loves the PC no matter what, to an NPC who likes the PC normally, but will hate their guts if they joined the Slavers. Give it more and their depth would suit a number of different paths through the game, and you don't subscribe to David "The Exponential Excuse Boy" Gaider's mistaken excuse for design. The same could be noted of Arcanum's quest variance in solutions, especially with another example I love to use.
Background (SPOILER): Master Bates. Bates is a key NPC in the game, who has information on further areas and progression of the story. He is a VERY wealthy man who lives in a mansion with a number of house servants, and he has connections to a dwarf clan, also related to how he got his great wealth. You need the information on the dwarf clan's home location, however you can get it. His bodyguard later makes fur a good Joinable NPC.
If you didn't want to highlight the above, don't worry, this next part should make a bit of sense despite not knowing the background. The labels in parenthesis are what is the required aspect in order to achieve the desired effects.
There are a number of solutions to progressing past this obstacle and further on the story. One, you can kill him, his house servants, and take the book from his drawer that tells you what you want to know. Bash it in with your ham fists if you need to. (Evil or Stupid) Alternatively, you could just sneak in and take the book, which helps if you have angered the household somehow. (Any Thief) Oh, and clean out the rest of the valuables while you are at it. (Depending upon what and how it is taken, Thief to Thief and Evil) If you can't sneak...hey, go as a house servant, there's plenty of more uniforms in storage...if they also fit and your ego is willing to act subservient. (able for Any to solve) Or, maybe, you just decided to follow a gnome's dying wish for whatever reason and give the ring to its rightful owner, who lets you in on more information than you would have learned by just killing him. (Any) Maybe you're wanting Bates to pay you more. (Charismatic).
While it might seem like a good idea to play the good guy in the above, there is little reason to deviate from a preferred playstyle or two, given the situations. Multiple solutions are quite welcome into RPGs as they are a staple, but another important aspect is that NO RPG should allow all of the experiences within to be experienced in a single playing. Maybe 60-80% depending upon how well the design is planned and how detailed it is. It is one of those things akin to no class should be able to do everything in the game. With Fallout's skill system, (ideally, and this is just a reference in parallel) you should have experienced something like this:
Skill Checks:
5 0 0 Master Level
10 30 20 High Intermediate Level
25 25 50 Intermediate Level
50 50 100 Low Intermediate Level
100 100 200 Novice Level
The first column is for a high single-tagged skill, two other lesser tagged skills, and a few remaining skills that might have had some points put into them. The second is for all three spread into Tagged evenly. The third is with two larger and equal Tagged skills, one lesser Tagged skill, and more points put into remaining skills. I'm not going to bother with the permutations involving someone putting far more points into a non-Tagged skills than their Tagged, as that is something worthy of Haris.
This allows for a variety of play styles while also allowing viability for most, if not all, of the skills; a problem in both prior Fallout games. I will admit it, some skills were a bit useless. It should be noted that some of the above may seem a bit imbalanced in giving a lot more lesser events, but with a bit of planning and creativity, rewards and opportunities for skill use/reward may be limited a bit, but isn't much of an issue as even with this it still allows the player to go back and play through again as something else. It also is a point that those are lesser events which might culminate into something larger because they finished a lot of small events that needed a variety of skills (Hint: perfect for JOAT characters, the use of which could be made evident by the first play through). The lesser do not matter to a point, since they are limited in scope, but later to balance out how stagnant JOAT characters tend to be, there should be a culminative reward in something other than experience.
Another game I have to draw attention to is another held respectable here, Planescape: Torment. Despite my favoritism towards PS:T as a D&D setting, this game does a fairly good job of reflecting your choices towards the NPCs, the setting, and they in turn treat you differently depending upon your choice in which path you take on your journeys. This should never be limited mostly to choosing the character at the creation screen.
One aspect I would have loved is if you could literally pen in the dead-book every important NPC you've killed. Cries-For-Eswhatever was pretty cool, up until I got the money from him, sneered, and killed him. Just to later clear my conscience, I later put the city's name on the giant tombstone. Okay, I lied. It was just as a trophy.
Take a look at that. Most who have played the game would have thought I likely belonged to a certain lunatic faction, as the fellow just asked me to preserve the name of his razed home city, gave me the money for it, and I sneered and pocketed it. He attacked, I defended, and then I put the city's name onto the tombstone - but I did it for my own reasons, the true mark of a Chaotic Neutral character. Or for that matter, Chaotic Evil and Neutral Evil as well, but perhaps not as much given that those would have just killed the fellow for his money and not bothered to indulge in an ironic trophy.
Another thing to note to those who have not played PS:T, your alignment changes depending your actions and attitudes towards those you interact with. This does include your NPCs, IIRC. The depth of this should be included into any Fallout sequel, as with P&P RPGs, NPCs that have depth are invaluable tools for storytelling, adding depth, and retaining player interest. It is also one of the many things that makes the world come alive, as Ultima was noted for.
Yet, as with all design, if this is designed in a lacking manner, it will not feel coherent with the rest. If it's just a simple and shallow Deus Ex if ($InnocentDeaths > 5) {&ReprimandingSpeech} else {&CongratulatorySpeech}, then it really does little to enhance or even have the aforementioned aspects that choice and consequence play in CRPGs.
If you are able to, please check out the dual-jewels of Fallout/Fallout 2 and Planescape: Torment. Soulbringer also exists on another disc, but just feel happy you got PS:T for $10, use Yawnbringer as a coaster for the ale mug.
Thoughts?