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?
sorry for making another Fallout thread
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.
Quote from: Luciana on November 26, 2015, 12:39:58 PMIt 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.
Quote from: Thanksgiving is Murder on November 26, 2015, 12:50:19 PMQuote from: Luciana on November 26, 2015, 12:39:58 PMIt 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.
Quote from: Fruitcake on November 26, 2015, 07:52:31 PMI 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.