Choice of four. Picking one. - by Digital Nightfall
N'Al on 22/4/2009 at 15:09
Rogue Keeper's world falling apart itt. ;)
Rogue Keeper on 22/4/2009 at 15:09
Wheeew.
Jason Moyer on 22/4/2009 at 15:22
Did I mention that there's less architectural variety in FO1 than FO3, that the FO3 story would look really silly compared to anything other than FO1's which is also really silly, and that it takes about 5 hours of doing every major and minor subquest in FO1 to have a plasma rifle and power armor - which isn't really necessary since you can mow down basically everything with the 2 NPC's you get in junktown + the machine gun and armor you get an hour into the game.
And as mentioned elsewhere, the time-sensitivity of FO1 is awesome. I wish all RPG's would add that sort of stuff. It would be awesome if things in FO3 would progress without your input, but that's a big complaint I have about almost every RPG or videogame in general.
Edit: Also, the soundtrack in FO1 is cheesy as hell.
Stitch on 22/4/2009 at 15:54
Quote Posted by Jason Moyer
And as mentioned elsewhere, the time-sensitivity of FO1 is awesome.
I disagree. The time sensitive nature of FO1 is the entire reason I gave up on it four hours in.
That and the fact that my monitor exploded around that time.
Jason Moyer on 22/4/2009 at 16:00
I like it only because I hate that feeling in RPG's that nothing in the world happens until you trigger it. Of course the water chip/necropolis stuff doesn't change the fact that the NPC's in FO1 will happily stand in one spot for 5 years waiting for you to stop by and ask if they know where a waterchip is or for the location of the brahmin pens.
Rogue Keeper on 22/4/2009 at 16:06
Quote Posted by Stitch
I disagree. The time sensitive nature of FO1 is the entire reason I gave up on it four hours in.
You're incompetent. :cool:
Monitor going BOOM is a better excuse.
Stitch on 22/4/2009 at 16:08
Quote Posted by Jason Moyer
I like it only because I hate that feeling in RPG's that nothing in the world happens until you trigger it. Of course the water chip/necropolis stuff doesn't change the fact that the NPC's in FO1 will happily stand in one spot for 5 years waiting for you to stop by and ask if they know where a waterchip is or for the location of the brahmin pens.
Fairly common laments that are never listened to because true implementation of such things would result in a game that isn't a whole lot of
fun, at least not to most people. Few would enjoy a game in which the main plot completed without you because you spent too much time exploring one particular side area (unless it was a short game that was infinitely replayable due to this sort of thing).
On the other hand, this sort of thing can work wonderfully on more open-ended sandbox style games.
BR#s: on no level am I arguing that the timed element in Fallout 1 made it
difficult, it just added a factor that discouraged me from exploring the world and as such I lost interest.
Jason Moyer on 22/4/2009 at 16:20
Well, it depends on how it's handled, imho.
There are numerous points in the main questline of Fallout 3, for instance, where I think they could have had something happen based on a semi-randomized timer, and had the story branch slightly without making the player feel like he had no control over what was happening. One of the problems with RPG's that do implement time-sensitive quests is that most of the time you reach a certain limit and it's like OMG QUEST FAILED and that's it. If done well, I think time restrictions could actually create more varied and dynamic gameplay without taking control away from the player. Instead of having time limitations tied to failure, have them tied to variation - you took too long going to rescue this NPC, so now he's been moved somewhere else, or he's been killed and you have to track down his killer, etc. You were dicking around in the wasteland and the Enclave invaded and everything's gone tits up and now you need to figure out just what the hell is going on. It would add an extra level of complexity to the writing, but it would be incredibly immersive I think without having to fall into the traditional UR OUT OF TIME/INSERT QUARTER 2 CONTINUE failure-based model.
Rogue Keeper on 22/4/2009 at 16:25
Quote Posted by Stitch
BR#s: on no level am I arguing that the timed element in Fallout 1 made it
difficult, it just added a factor that discouraged me from exploring the world and as such I lost interest.
That's a loss really, because after you find the water chip (and that's not overly difficult), you are free to hang around and explore the world as long as you like. The playing time was originally intended to alter the fate of Vault 13 at the end, but they removed that idea from final version.
Stitch on 22/4/2009 at 16:26
Jason Moyer: Yeah, I'll agree with that, although implementing such a thing would be incredibly difficult.
BR#s: none of which was communicated from the outset, and at any rate I have little interest in a long-ish RPG in which I feel rushed. Arguing that the amount of time alloted was more than enough (or easy to work within) is kind of beside the point, I get enough clock-is-ticking shit in real life to not need it in my leisure hours. Insert hurr hurr tuff gamer posturing here but fuck that, I play games as entertainment, period.