Why Mothership Zeta is awesome

I agree. I don't think you appreciate the story or its maturity but, hey, YMMV
Yes, because The Hub, Khans, Regulators, Set and company and BOS all set aside their differences and came together and fought Unity and learned that they're not so different after all and became a loving family. It couldn't possibly be that Fallout is about humanity trying to not only survive, but thrive, in the post apocalyptic wasteland and end up forming various ideologies where they all believe that they know what's best for its people moving forward with trying to rebuild a world for themselves to various degrees but because we're human it is pretty much for naught because differences in ideology can and probably will be a recipe for conflict which would eventually escalate into war. Because war, war never changes.

And that is totes what MZ is about.

Nope, you're right. I clearly don't appreciate the story or maturity of Fallout. :roll:
 
Yes, because The Hub, Khans, Regulators, Set and company and BOS all set aside their differences and came together and fought Unity and learned that they're not so different after all and became a loving family

*cough* NCR *cough*
 
Who look down on causal gamers. Who generally disdain the act of playing for some sort of Platonic ideal of a "serious" video game remind me far too much of the people I deal with in academia who think the Lord of the Rings is trash because it doesn't deal with "real" issues.
The thing is, I also dislike people who demand video games be entirely serious all the time.

I think Fallout should be silly and over-the-top whacky, however I do not by extension think that shooting should be a priority.

If your love of Fallout can soley be brought down to enjoying the violence of it, that shows a complete lack of understanding on what the series is trying to do. It is supposed to be a Roleplaying game that allows you to play whatever type of character you want, a simulation designed to make your choices feel like they have realistic consequences, a game that allows you to choose how you solve problems based on your character's personal skills. It shouldn't be the kind of game which encourages you to shoot randomly in all directions, and not even think of another way round it, or question who your shooting.
If you think Mothership Zeta is about the aliens, I do question whether you paid attention to the DLC at all. The point of Mothership Zeta is that humanity in all its infinite variations: Soldier, Slaver, Child, Cowboy, Samurai, and Wastelander can all join together to fight against impossible odds if they are willing to put aside their differences. The problem is that this existential threat is something which is required since they would never join together otherwise. Even so, the story is about humanity's capacity for peace and the strange little family they create as a result.
If you think this is what Mothership Zeta is about, you are reading too much between the lines.

Bethesda's idea about Mothership Zeta was that it would be cool to put the Lone Wanderer on a spaceship with a bunch of aliens. They then figured "Who else do you reckon has been abducted" and chose a Samurai, a Cowboy because everyone loves Samurais and Cowboys, a pre-war soldier and child because they are under the impression that Fallout should obsessively fawn over the pre-war world, and some wasteland slaver because they needed someone to introduce the LW to the story.

Even in the unlikely scenario that they were trying to get across a message of humanity working together and being able to have a capacity for peace, that doesn't make the DLC at all intellectual or philosophical in any way/shape/form, instead that would mean that they are copying the same cliched, overly-optimistic, not-fully-thought-out message that every piece of media ever written has had.
*cough* NCR *cough*
If you think the NCR was founded on people agreeing with each other all the time your badly mistaken.

The NCR had to drive out the remnants of the Khans and other raiders, who later tried to take vengence, the Brotherhood of Steel had always been at odds with being part of the NCR to the degree that they wanted to break away, corrupt cattle barons have always wanted to secure a powerful seat in NCR politics, ect.

The NCR was never about people working toghether to overcome harsh times, it was always about people tolerating each other enough to band toghether to make a nation that works in there interests.
 
That's how people work together to overcome harsh times.
If that's the case, then what is the point in pretending it reflects well on humanity?
By being so generally rubbish at governing, protecting the people and general nation stuff they've made harsh times harsher.
That's pretty much how it works in the real world.
Also comparatively to Legion and House/Independent they're the most boring faction ever.
I disagree. They do handle the idea of an overexpanded, corrupt nation quite well with the NCR in New Vegas. They may not have a vision of the Mojave like House, or there own culture like the Legion, but they are an interesting take on a post-apocalyptic nation.
 
That's how people work together to overcome harsh times.
That sounds like a childish lesson straight out of Sesame Street except even more shallow and underdeveloped. Sure it's a moral but after that, what happens next? Everyone stays together and it's all sunshine and lollipops for all time?

The games (save for 3 and 4 that do not even touch the region, the cameo does not count) have gone deeper into seeing what happens after everyone teams up out of necessity (and in 1, the NCR formed out of necessity (since they had to leave Vault 15 and did not wish to join up with those that became the various raiders (the Khans, Jackals, and Vipers), in the West Coast region) rather than a group of people deciding to work together because it was the right thing to do) where things begin to falter as personal agendas and motivations come into play. It's quite a realistic progression for a successfully formed nation; at first, everything seems to be going well but then as prosperity sets in, the nation become complacent. Add in a few wars (the NCR-Brotherhood war) and surmounting problems within (like corruption and projected food shortages) and outside (external threats like new opposing nations) the system to the complacent nation and it begins to falter. The NCR is in dire need of help by the time New Vegas comes along and if more leaders like Kimball, Oliver or Moore come into power (and they most likely will if the NCR wins at Hoover Dam due to public approval over such a victory), the NCR will fall apart.

The NCR is not the ideal solution for humanity to thrive in the Wasteland (for one thing, it only works for its part of the Wasteland and as New Vegas indicates, it needs a lot of help to even try to sustain itself).

By hiring raiders to harass a town into being forced to assimilate into the NCR? Or sending mercs to harass mutants? Or exterminating the Khans even if they help? Bittersprings? The NCR is not the perfect do-gooder faction you're making it out to be.
Let's not forget that countless dead soldiers caused by Lee Oliver's decision to prolong the war and concentrate most of the NCR's forces on Hoover Dam in order to get a glorious battle that will cement him as a war hero out of envy toward Hanlon.
 
Even so, the story is about humanity's capacity for peace and the strange little family they create as a result.
Just to note that this little family they create totally dissolve as soon as the teleporter to the wasteland is working again.
Paulson, Toshiro and Somah all leave the ship as soon as they can and they all go their own separate ways, without even saying goodbye or leaving any sort of information of where they are going. Sally and Elliott only stay behind because they have no place on the wasteland (they are pre-war characters) and don't want to face the harshness and devastation of the wastes.
 
Just to note that this little family they create totally dissolve as soon as the teleporter to the wasteland is working again.
Paulson, Toshiro and Somah all leave the ship as soon as they can and they all go their own separate ways, without even saying goodbye or leaving any sort of information of where they are going. Sally and Elliott only stay behind because they have no place on the wasteland (they are pre-war characters) and don't want to face the harshness and devastation of the wastes.
I guess this trope comes into play then: http://tvtropes.org/pmwiki/pmwiki.php/Main/BrokenAesop
 
I think it actually underlines it since humanity CAN'T overcome.
Well somewhere in your posts, your point on Zeta was that people can come together and become one strange little family when the need arises. Wasn't that the aesop you came up with for Zeta? As @Risewild points out, the human group on the ship goes their separate ways shortly after their misadventures on Zeta ends, none of them actually coming together and bonding.
 
Well in the context of Mothership Zeta, I thought the point was that humanity only seems to be able to get its shit together in the face of a threat and show its immense potential then falls apart immediately. The only place Mothership Zeta is, for example, ever put use is in that Mod where the UFO becomes a faction in New Vegas
 
I thought the point was that humanity only seems to be able to get its shit together in the face of a threat and show its immense potential then falls apart immediately
Well that's an unrealistic, shallow and rather childish approach to showcase humanity's traits in that case. I'd go so far as to say that it sounds like a very bad Power Rangers episode that only knows how to shove in platitudes on humanity being awesome without actually pointing out precisely why and how while not analysing the idea deeper.

Except that some seasons of Power Rangers are a lot more mature than that except for the bad seasons so I'll end my comparison there since it would be an insult to Power Rangers to compare it to the bad aspects of Mothership Zeta.
 
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