Bernard Bumner
Still Mildly Glowing
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Jidai Geki said:[Sometimes, Bernard, less is more. Throwing a load of adjectives in a sentence doesn't make you look eloquent and intelligent, it kinda makes you look a bit like you're trying too hard. Itinerant is implied in the definition of hobo, and how on God's green earth is your char reduced to the status of "moralistic"?
And sometimes more is more: I have nothing to prove, just take what I've written at face value, rather than trying to construct some sort of linguistic psychoanalysis. (Itinerant hobo might be tautological, but then, that just adds emphasis.) Really, why were you compelled to throw in that snipe, rather than just address the point? I believe that somebody was complaining about the low tone of the argument around here.
You character is reduced to a moralistic wanderer, because the random encounters essentially lack the moral ambiguity of the more complex interactions to be found elsewhere in he world. It starts to become a case of killing bad guys, and sparing the good guys. (I suppose that the other option is just to kill everybody, but then amorality is hardly a fulfilling roleplaying experience.) The random encounters are simply binary moral choices, or else, shopping.
Jidai Geki said:Bullshit.
Would that be more, or less?
Jidai Geki said:The sandbox element of the original Fallout games is in the eye of the beholder. If you want to go straight to the Necropolis and solve the water chip quest straight away, you can do so. If you want to go to Shady Sands, do all possible quests there, then go to Junktown, then the Den and so on, you can do that too. That's what makes a sandbox game. Yes, there's a story, but how you go about finishing that story is up to you.
My point was, and it seems to be the bugbear of others here, that sandbox used be a distinct and useful term, different to non-linear, for example. The game has a distinct beginning and end, bridged by an over-arching narrative and a number of key player actions. The player may take a non-determinate route to achieve those outcomes, but doesn't have complete freedom. I would describe this as non-linear, but not sandbox play. (Perhaps I'm just a dinosaur?)
If you're arguing for non-linearity in Fallout games, then I don't believe anybody here is going to disagree, in actual fact, I think that everybody considers it a prerequisite. On the other hand, if you're arguing that Bethesda should spend time creating a mode of gameplay for those who choose to entirely opt out of the narrative, then I would disagree.
Fallout 3, as per the first game, should concentrate on a strong, narrative-driven, roleplaying experience. As I've said, electronic stamp-collecting doesn't appeal, and role of a cyber-hermit is in no way compelling.
Fallout 2 wasn't improved by the amount of fat it carried; the larger map and special encounters consituted little added value. The storyline often lost focus, and too much of the game - areas like New Reno - felt like discontinuous devices for introducing more quests which added little to the overall story. The problem was that I felt compelled to complete those quests simply because they were there, and so they became a distraction, and therefore detraction. Places like the NCR or vault city - which felt much ore organically authentic - would have benefitted from better development and debugging. This is where the game suffered from gimmicks, when the core gameplay was incomplete.
Fallout was, primarily, a narrative experience, not a sandbox - by whatever definition - game. And better for it.