Another rant (review?) on Fallout and why it takes the RP from RPG

 
Luciana
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First off, sorry for making another Fallout thread. I know there are an abundance of them. Still, I'm sick, didn't get much sleep, and sitting in showers and letting your thoughts gather is always fun when it's not about suicide. Anyway, here you go.

Spoiler

I'd like to still mention, that like the Angry Joe review said (I know, don't hate me), the game is better than the sum of its parts. And for that reason, I know I'll continue to love this game and know amazing mods can't come soon enough.


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The lack of any true replay value is what gets me the most.

But, Bethesda aren't going to change. This blatant casualization (they call it "streamlining") of the game is going to make them a LOT more money, because it appeals to the masses that don't have two brain cells to rub together. Expect this to get worse with their future titles.

Fingers crossed that mods will turn it back into an RPG. The voiced protag is going to make modding quite difficult, though.


 
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Luciana
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I got inspired by Super Bunnyhop to make something that didn't sound like a mess


 
 
Mr. Psychologist
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<.<
I'm going to see how far I can get as a cannibal living in a shack before the game ruins the fun for me with the points mentioned >_>

After my first playthrough, a proper one rather than a bit of a giggle, I do look at the game and wonder how I'm going to replay it as one of the other factions.

Major story spoilers/institute questline
grumbling ranting aside

I don't know how mods will be able to fix the problem where there is no option to be that malingering bastard anymore, HATE CHOICE.

Still, I love the game and I foresee a lot of hours out of it but... yeah it's a pity they didn't ask obsidian for some pointers.


 
Luciana
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Institute are one leader away though from being like the Enclave. You bring up good points on the others though.


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hey
Nailed it again Luci

Sorry to hear about your sleep

get well soon :>


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Any game, even (or especially) RPGs need central story to drive the motivation of the player. Whether it's finding your son and avenging your spouse, or finding your dad and completing his work, or finding the gangster that left you for dead in the desert, or being the chosen one sent out into the wasteland to find a GECK, or to find replacement parts for your vault, you're still given a reason to go out and play the game.

I agree the dialog options are far too narrow, but there's a whole lot more to depth of story than your own personal narrative, and in the sense of world building, Fallout 4 is phenomenal. So no, you can't senselessly obliterate a town or deviate from looking for your son for half the game, but you can annihilate factions for fun, sell a kid and his family to slavers, leave Virgil stranded in the glowing sea as a super mutant losing his mind, withhold a vaccine from a dying kid, help a wife get away with adultery or double cross a guy during a drug deal, kill a companion for loyalty, and tons of other examples.

And can we stop using "casualization" as a catchall insult as if Fallout 1 & 2 weren't also very casual games at the time?


 
Luciana
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Any game, even (or especially) RPGs need central story to drive the motivation of the player. Whether it's finding your son and avenging your spouse, or finding your dad and completing his work, or finding the gangster that left you for dead in the desert, or being the chosen one sent out into the wasteland to find a GECK, or to find replacement parts for your vault, you're still given a reason to go out and play the game.

I agree the dialog options are far too narrow, but there's a whole lot more to depth of story than your own personal narrative, and in the sense of world building, Fallout 4 is phenomenal. So no, you can't senselessly obliterate a town or deviate from looking for your son for half the game, but you can annihilate factions for fun, sell a kid and his family to slavers, leave Virgil stranded in the glowing sea as a super mutant losing his mind, withhold a vaccine from a dying kid, help a wife get away with adultery or double cross a guy during a drug deal, kill a companion for loyalty, and tons of other examples.

And can we stop using "casualization" as a catchall insult as if Fallout 1 & 2 weren't also very casual games at the time?
It's more the fact your character already has a pre-determined personality and the game forces you to get emotional over your son at a few points. That and you cannot do any freaking choices.

It's kinda hard to do different characters like say, a cold blooded assassin, when your character is sobbing over his boi.

Leaving Virgil is as simple as not doing the quest. You could leave Preston in the house in the beginning. You'd just not be doing the quest.

Also, you can't annihilate the Minutemen considering they're the Yes Man of this game, but the fact you can slaughter entire settlements, only for him to go "HEY THAT'S A NO NO!" is really freaking stupid.
Last Edit: November 26, 2015, 12:25:59 PM by Luciana


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The Minutemen are inconsequential, though. They shouldn't even be considered a faction, and you choosing to not advance their goals by not completing or starting the quests isn't at all different from doing it through a dialog option. In my save file I've got Minutemen settlements all over the place, able to provide artillery anywhere on the map; someone else's could have no Minutemen settlements, instead choosing to co-op farms around the map for the Brotherhood.

Your character doesn't need to get upset whenever he's looking for his son; I've posted this before, but in the confrontation with Kellogg you can choose to skip everything and just murder him without saying a word, or calmly talk about it, or plead for Shaun's location. There's plenty of diversity, the real problem is that it all funnels you to the same point (i.e., you can't convince Kellogg to give you Shaun's location, or bring him to repent for his actions, etc.). But that's really a consequence of Bethesda working in a solid, consistent narrative instead of the weak, disjointed story that got them a ton of flak in Skyrim.
Last Edit: November 26, 2015, 12:38:12 PM by Thanksgiving is Murder


 
Luciana
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It also doesn't help the dialogue wheel is awful. I guess there is some choice here or there, but the fact they still force you at some points to keep reminding you of your past just help break the immersion for me. I hate how they shove that past down your throat.


 
True Turquoise
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sorry for making another Fallout thread

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Turkey | Mythic Inconceivable!
 
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It also doesn't help the dialogue wheel is awful. I guess there is some choice here or there, but the fact they still force you at some points to keep reminding you of your past just help break the immersion for me. I hate how they shove that past down your throat.

It's very typical, especially in older games, for RPGs to give your character an established backstory. In Fallout 1 you could choose from a few different premade characters, for example. Usually the effects of that backstory are appreciated because it adds some depth to the character beyond some rando that wandered out of a vault one day and decided to be Wasteland Jesus.

Having a bit of motivation for your character is ruining your immersion? I'm not sure how you can handle any RPG, then. I bet KOTOR's Revan story must've pissed you off.


 
Luciana
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It also doesn't help the dialogue wheel is awful. I guess there is some choice here or there, but the fact they still force you at some points to keep reminding you of your past just help break the immersion for me. I hate how they shove that past down your throat.

It's very typical, especially in older games, for RPGs to give your character an established backstory. In Fallout 1 you could choose from a few different premade characters, for example. Usually the effects of that backstory are appreciated because it adds some depth to the character beyond some rando that wandered out of a vault one day and decided to be Wasteland Jesus.

Having a bit of motivation for your character is ruining your immersion? I'm not sure how you can handle any RPG, then. I bet KOTOR's Revan story must've pissed you off.
I promise I'll give you a proper reply later. Just doing other things atm.


Turkey | Mythic Inconceivable!
 
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It also doesn't help the dialogue wheel is awful. I guess there is some choice here or there, but the fact they still force you at some points to keep reminding you of your past just help break the immersion for me. I hate how they shove that past down your throat.

It's very typical, especially in older games, for RPGs to give your character an established backstory. In Fallout 1 you could choose from a few different premade characters, for example. Usually the effects of that backstory are appreciated because it adds some depth to the character beyond some rando that wandered out of a vault one day and decided to be Wasteland Jesus.

Having a bit of motivation for your character is ruining your immersion? I'm not sure how you can handle any RPG, then. I bet KOTOR's Revan story must've pissed you off.
I promise I'll give you a proper reply later. Just doing other things atm.

No worries. Happy Thanksgiving!


 
Ender
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My only gripes with the game are basically

They did the same thing that ruined a lot of dragon age games post origins for me, with the dialogue wheel.

Not a lot of choice.

Etc


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hey
It also doesn't help the dialogue wheel is awful. I guess there is some choice here or there, but the fact they still force you at some points to keep reminding you of your past just help break the immersion for me. I hate how they shove that past down your throat.

It's very typical, especially in older games, for RPGs to give your character an established backstory. In Fallout 1 you could choose from a few different premade characters, for example. Usually the effects of that backstory are appreciated because it adds some depth to the character beyond some rando that wandered out of a vault one day and decided to be Wasteland Jesus.

Having a bit of motivation for your character is ruining your immersion? I'm not sure how you can handle any RPG, then. I bet KOTOR's Revan story must've pissed you off.
I think the problem with Fallout 4, at least for me, is that Bethesda has given you a set character in a world that's designed for a blank slate. The game wants you to develop your own character and their own ideals in the world, but they don't give you the ability to do that because of a lack of choice. The game doesn't feel designed around the fact you're playing a set character. I'll use The Witcher 3 for an example, since its story is actually surprisingly similar at least at the beginning. In The Witcher 3, your main plot line for the first... Third of the game is about finding your daughter. Geralt is a set character with his own backstory, and history and he has a VERY clear cut personality. The game's choices revolve not around how Geralt acts, but what he does. There is a ton of choice in the game, and each playthrough can turn out very different depending on what you do.

However in Fallout 4, the game still treats your character like a blank slate, it's incredibly jarring because you want to create your own character and develop them out and play them the way you want to, but the game gives you very little opportunity to do that. There's very little choice, there's rarely the opportunity to just say "No" to someone, most quests only have one way of ending them and it's tough to develop your character, because stats and perks don't change how much you know or how you react to things. I could have 10 intelligence and still be wandering around not knowing what's going on, for example. It's always the same because there's just no choices.

There's nothing wrong with an established backstory, but I think the problem here is that they've given you an established backstory in a world that your character isn't also established in. Unlike The Witcher 3, you're in a whole new world where you know nobody and are experiencing everything new, and the game treats you that way, it's difficult to get a sense of the character and their backstory when it's not even relevant to 99% of the game. You're too... Disconnected from everything for your backstory to make a difference. Unlike KOTOR, or the original Fallouts where you have a simple backstory for your character, you're still mostly a blank slate in a world that you haven't experienced before. The ability to make choices and decide who your character is, is still there. And unlike The Witcher 3 where you have a very set personality in a world that your character is already established in, your character in Fallout 4 has a set personality, but it's meaningless because you're not pre-established in the world and that set personality might as well not even be there.

i think i repeated myself a bit too much there but thats my viewpoint


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I don't want you to think I'm ignoring your post, because I read it all. I don't think it's fair to compare Witcher to Fallout, since they strive for the opposite experience: Witcher gives you a character that has a defined personality and lets you roll with that; Fallout gives you a framework and lets you be who you want. I totally agree that the character-building of Fallout is shit, but it was shit in 1 & 2, also; funny and diverse dialog doesn't equate to character development. Fallout has never been about the character, it's been about the world.

The Sole Survivor doesn't have an established backstory; he's a soldier (or she's a lawyer) with a son and a spouse, and that's it. How that personality is expressed is varied by the player (angry, submissive, flippant, etc.). The different personalities see you down roughly the same path, but I challenge you to name an RPG where the ending is vastly different based on how much of an asshole you are, rather than which faction you align yourself to and which quests you choose to complete. In that sense, Bethesda fucked up by giving us voiced dialog because they were apparently trying to make the PC a deeper character.

Again, I completely agree that the character development is shit in Fallout, but I'd argue that that isn't at all the purpose of the game. Your character is just an way to let you explore the world, which is thoroughly fleshed out.
Last Edit: November 26, 2015, 10:00:25 PM by Thanksgiving is Murder


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hey

I don't want you to think I'm ignoring your post, because I read it all. I don't think it's fair to compare Witcher to Fallout, since they strive for the opposite experience: Witcher gives you a character that has a defined personality and lets you roll with that; Fallout gives you a framework and lets you be who you want. I totally agree that the character-building of Fallout is shit, but it was shit in 1 & 2, also; funny and diverse dialog doesn't equate to character development. Fallout has never been about the character, it's been about the world.

The Sole Survivor doesn't have an established backstory; he's a soldier (or she's a lawyer) with a son and a spouse, and that's it. How that personality is expressed is varied by the player (angry, submissive, flippant, etc.). The different personalities see you down roughly the same path, but I challenge you to name an RPG where the ending is vastly different based on how much of an asshole you are, rather than which faction you align yourself to and which quests you choose to complete. In that sense, Bethesda fucked up by giving us voiced dialog because they were apparently trying to make the PC a deeper character.

Again, I completely agree that the character development is shit in Fallout, but I'd argue that that isn't at all the purpose of the game. Your character is just an way to let you explore the world, which is thoroughly fleshed out.
And my point was that Fallout 4 doesn't do that. It doesn't let you be who you want, your character's personality varies very little and your responses matter very little. I don't feel like I'm playing a different character by choosing the "sarcastic" option as opposed to the positive one, because it doesn't change anything, I'm still the same person, just saying the same thing slightly differently. Outside of dialogue choices, you always say things in the same way. It takes you out of the roleplaying when your sarcastic jerk of a character is suddenly saying "I-I just need to trade a few things", because it doesn't fit. You can't make your own character because Bethesda's already given the main character a set personality.

A good example of a game that changes depending on how you treat others is actually also The Witcher 3, depending on how you treat certain characters, it can completely change the ending. (Not gonna go into detail because spoilers). The problem is that yes, Fallout 4 is a VERY fleshed out world, but there just aren't any choices. Once I've done a quest, I've done pretty much the only way to complete that quest. It limits roleplaying because I can't be any different. It's hard to explore a world multiple times if everything's always the same in different playthroughs. I agree that the main character's backstory isn't overly fleshed out, but their personality is. You can't be evil, you can't say no to people and your character varies from a "nice person to a nice, but sarcastic person". The problem isn't that Fallout 4 gives you a more set character, it's that it gives you a set character at the same time that it tries to give you a framework to be who you want to be.

Anyway, I agree that the purpose of Fallout is more exploring the world, but it's difficult to do that with the character that they've given us.