vitekc45c
First time out of the vault
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if they're Fallout fans then a Fallout game would appeal to them regardless of the online aspect
if they're Fallout fans then a Fallout game would appeal to them regardless of the online aspect
As long as fallout is in the hands of Bethesda then every fallout game will be about some vault dweller searching for a lost family member because fuck creativity and good writing they got money. We are talking about the company that makes every fucking elder scrolls game about a prisoner saving the world. The lead writer of Bethesda motto is literally "keep it simple".
As long as fallout is in the hands of Bethesda then every fallout game will be about some vault dweller searching for a lost family member because fuck creativity and good writing they got money. We are talking about the company that makes every fucking elder scrolls game about a prisoner saving the world. The lead writer of Bethesda motto is literally "keep it simple".
Keeping it simple isn't necessarily a bad stance to take. That being said, I really REALLY am tired of looking for family members. How about a *single-player* Fallout game where you exit the Vault into a brave new world where you can decide what you want to do with your life -- become a raider, try to form a settlement, join the goody-two-shoes ultimately fighting raiders and protecting said settlements, become a caravan guard, RUN a caravan, join the NCR, join Caesar's Legion, join the BOS (in a way similar to Fallout 1), or basically do what Mad Max does and do none of the above but be a simple wanderer just surviving day to day on the go. And all without the burden of a main quest to muddy the waters. Living in post apocalyptia -- THAT is your "main quest."
No, that is a stupid Bethesda NuFallout LARPfest.
And how the hell did you come to THAT conclusion, bub?
Keeping it simple isn't necessarily a bad stance to take. That being said, I really REALLY am tired of looking for family members. How about a*single-player*Fallout game where you exit the Vault into a brave new world where you can decide what you want to do with your life -- become a raider, try to form a settlement, join the goody-two-shoes ultimately fighting raiders and protecting said settlements, become a caravan guard, RUN a caravan, (...)
Because what you just described is the open ended walking simulator that Fallout 3 mods popularized.
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Story, no one's got time for that! We'll just use our ...
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IMAGINATION!
You have to listen to Todd! It's not an MMO! Not at all! You can play with your self if you want to! It's like starting an online-shooter with anyone in it.
Choice to the detriment of the main quest and storyline? No. Fallout is a RPG not a sandbox loot simulation with unlimited options...I don't see how. You get far more choice with what I proposed than you do with Fallout 3, which is what I thought we were supposed to promote here.
I don't think he was a Bethesda apologist but he was rather adamant that the start of New Vegas was linear compared to the start of Fallout 3.
Besides the Black Mountain path being unintentional, if rather comparatively shallow and feeling less of an actual roadblock than the path to the north of Goodsprings, the rest is pretty much objectively true, it doesn't have to be good or bad, and I assume he wasn't making this assertion either. The NV worldmap is hardly one of it's best traits and Fo3's world, even with arguably more nonsensical logic oftentimes, is a lot more dense and interesting to explore overall, even without (mostly) the incentive of properly unique unique weapons and whatnot. More likely than not, there's either a quest or an unmarked one for most locations, while in NV *perhaps* you'll get to need to come back there eventually for some other quest. The idea of not fast traveling to make the world feel alive is wholly pointless in NV because there's almost no random encounters, beyond the NCR/legion hitsquads and the three events related to the Star Caps. Non respawning enemies and areas rarely changing before the ending slides doesn't really help either.I don't think he was a Bethesda apologist but he was rather adamant that the start of New Vegas was linear compared to the start of Fallout 3.
I mentioned that besides the paths through deathclaws and cazadores (which he said showed the devs clearly didn't want you going there) there was also the black mountain path. He denied the existance of it until later where he said the developers never intended you to take that path because you would have the jump off the side of the cliff. So despite the fact that it makes New Vegas' start objectively nonlinear, it doesn't count because the developers *obviously* didn't intend you to take it.
Also this came up in a discussion comparing fo3 and NV's map size.
View attachment 10974
Here's the key he used
Red: Inaccessible areas
Blue: Blocked off by enemies to low level players
Light Blue: pointless to explore
Yellow: Pointless once you finish a quest there
What do you guys think?
You could say that about NV's main quest too, though. Which also isn't really its strongest aspect. Beyond the odd alternate method and of course, the faction choice, you're pretty much set straight. And you will visit roughly the same handful of areas with them, wether it's most minor factions with House/Independent or the same places in parallel with Legion/NCR.There really are only a handful of locations that matter campaign wise in Fallout 3. You need to go to Megaton - the radio station - The mall (if you fail the speech check) - Rivet City - the holo Vault (hmm may need to visit Vault Tec first for its location) - Project Purity - Pentagon - Vault 87 - Raven Rock - Pentagon - Project Purity.
Um. So they AREN'T linear then, which is what the dude was arguing. Would Harold have been much better if he actually was mandatory?Most of the Fallout 3 and 4 maps remain unexplored if you have no interest in seeing what is there.