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Mikael Grizzly
07-03-2008, 11:38 AM
http://www.nma-fallout.com/forum/viewtopic.php?t=41454

Okay, a review.

1) The ghoul looks good, really good, following the aesthetic of previous Fallouts.

Also, guys, note the adjective "Feral" implying it's a wild, crazed type of ghoul. Just like the ones you met in Necropolis.

2) The status screen is not bad, it definitely echoes the character sheet's status pictures.

3) I like it. I really do. I can't lay a finger on what makes me like it, but I do...

4) Oh yeah, this is really special. I'll propably follow Briosa's advice and keep a save at the end of the creation process if there is no way to skip it.

5) The Behemoth looks better from this angle... still don't know WHAT THE **** IS HE SUPPOSED TO BE.

6) Is this shot awesome or what? IT IS. I ABSOLUTELY LOVE THIS SHOT.

7) Not bad from an atmospheric point of view, has a slight Junktown vibe.

8) It's good, really good. The armour from this angle looks like properly powered armour (exoskeleton and such), the minigun is used properly too... definitely not a bad shot.

9) Haha, they couldn't resist making a Mad Max'esque shot :)

10) Hmm... not bad character art, though the dialogue interface... hmm, it actually breaks immersion, contrary to what they wanted to achieve. Give me my CRT monitor back.

11) MP9 at last!

Though I'd like to ask one thing - why was the mutant breakdancing on his head?

Overall, I'm pleasantly surprised by the screenshots.

Waiting for the inevitable Kyorisu's "**** YOU GUYS AND YOUR FAMILIES" post.

EDIT:

http://digg.com/img/badges/180x35-digg-button.gif (http://digg.com/xbox/Official_Xbox_Magazine_Fallout_3_preview)

Jintor
07-03-2008, 12:07 PM
Holy shit, Grizzly offers his good opinion!

World implodes!

Mikael Grizzly
07-03-2008, 12:18 PM
Nah, just Kyorisu, I think he won't be able to...

http://halshop.files.wordpress.com/2007/03/phpw9jvl0pm.jpg

99.vikram
07-03-2008, 12:35 PM
Well, at least Brother None isn't as rabid this time. Although DarkLegacy and DarkPhilly more than make up for it.

It hurts me when such 'tards call themselves fans of something. They aren't fans, and never were. They probably would have ganged up to worship some other cult classic if Fallout 3 hadn't been announced.

Mikael Grizzly
07-03-2008, 12:46 PM
Kharn ain't generally rabid. He is the one who disciplines everybody and, together with SuaSide, responsible for creating an honest, moderate preview, which is neither sucking off Bethesda (as most out there) nor trashes it.

Kyorisu
07-03-2008, 12:50 PM
Waiting for the inevitable Kyorisu's "**** YOU GUYS AND YOUR FAMILIES" post

Why would I do that?

Nah, just Kyorisu, I think he won't be able to...

lol nice.

Screenshots are nice but I bloody well hope they do better than Oblivion's yawn inducing character animations. By which every person you speak to looks entirely life less.

Mikael Grizzly
07-03-2008, 01:03 PM
Why would I do that?

Since pretty much your every post in F3 threads is "lol NMA sucks".

Kyorisu
07-03-2008, 01:06 PM
That must have been another me.

jimbo118
07-03-2008, 01:19 PM
Looks cool. Shame devs still can't make rubble look anything better than a grey blob texture.

sea
07-03-2008, 01:22 PM
Some of the character design looks a little bit generic, but aside from that, very impressive. I'm actually surprised they've got so much detail out of the Xbox 360.

Gargantou
07-03-2008, 01:22 PM
It's a shame reading that thread seeing all the people whine, as though Bethesda OWES them something..

Anyway I think the screens look good, I look forward to playing Fallout 3, make no mistake I doubt it'll be anywhere as good as Fallout 1, but I do believe it will be a fairly amusing game.

Warbie
07-03-2008, 01:25 PM
That looks awesome :)

sea
07-03-2008, 01:28 PM
It's a shame reading that thread seeing all the people whine, as though Bethesda OWES them something..Oh, it's quite simple. You see, Bethesda isn't allowed any creative freedom and cannot deviate in any way from the established Fallout art style or conventions, in no matter how minor a way, without invoking the fires of Hell.

Gargantou
07-03-2008, 01:30 PM
I've noticed sea, I feel honest to God, that how much the Fallout-fanboys whine is amazing, Bethesda aren't forcing them via gunpoint to buy Fallout 3, are they?

If you don't like how Fallout 3 turns out, DON'T BUY IT, simple as that.

It'd be great if some of the people on that forum put as much energy into making the world a better place as they do into bashing Fallout 3.:)

sea
07-03-2008, 01:36 PM
I've noticed sea, I feel honest to God, that how much the Fallout-fanboys whine is amazing, Bethesda aren't forcing them via gunpoint to buy Fallout 3, are they?

If you don't like how Fallout 3 turns out, DON'T BUY IT, simple as that.

It'd be great if some of the people on that forum put as much energy into making the world a better place as they do into bashing Fallout 3.:)Are you accusing me of bashing Fallout 3? I'm a little confused: I think it's going to be awesome. That last post was just sarcasm. I thought that much was plain. I will, in the future, endeavour to accommodate others more.

Warbie
07-03-2008, 01:41 PM
Obviously he wasn't bashing you, as can be seen in the words in his post ;)

Kyorisu
07-03-2008, 01:45 PM
I will, in the future, endeavour to accommodate others more.

By lining them up and pushing them off a cliff one by one? That's how I'd do things.

Gargantou
07-03-2008, 01:45 PM
Nono, I was not accusing you, I meant the people on the NMA forums.:)

Mikael Grizzly
07-03-2008, 02:57 PM
Oh, it's quite simple. You see, Bethesda isn't allowed any creative freedom and cannot deviate in any way from the established Fallout art style or conventions, in no matter how minor a way, without invoking the fires of Hell.

Uh, no. That's an idiot's claim we/I repeatedly disproved.

I've noticed sea, I feel honest to God, that how much the Fallout-fanboys whine is amazing, Bethesda aren't forcing them via gunpoint to buy Fallout 3, are they?

If you don't like how Fallout 3 turns out, DON'T BUY IT, simple as that.

It'd be great if some of the people on that forum put as much energy into making the world a better place as they do into bashing Fallout 3.

If you would actually read the forums, you would notice that mindless bashing is the domain of >50 post people who try to fit in. And get repeatedly chastised for being anal.

Most of the people who have been on the boards for at least a year or so are much more moderate and intelligent. Except for a few oddities, but that's another story (Sorrow's getting the ban soon).

It also seems the lot of you can't possibly comprehend the meaning of the term "sequel to a non-mainstream hardcore RPG series" properly.

Kyorisu
07-03-2008, 02:59 PM
I know I can and Beth seems to know what they're doing to push Fallout into the mainstream category. There's very little point these days in producing a title for a niche market short of being an indie production. After all development costs and expectations from the receiving public just keep on rising.

Mikael Grizzly
07-03-2008, 03:05 PM
I know I can and Beth seems to know what they're doing to push Fallout into the mainstream category. There's very little point these days in producing a title for a niche market short of being an indie production. After all development costs and expectations from the receiving public just keep on rising.

Mainstream doesn't have to mean "dumb down" and you know it.

Narvi
07-03-2008, 03:11 PM
I'm amazed. You actually like the screenshots. Bethesda must be doing something right!

It looks very pretty, tell you the truth. I'm glad they didn't go for the STALKER DARK model.

Kyorisu
07-03-2008, 03:12 PM
I know I didn't say that. I know very little about the title. Otherwise yes I would say mainstream would involve quite a lot of dumbing down. Surely you can't seriously expect the majority of consumers to be smart individuals who enjoy a product with depth? The only solution I can think of is to cater to both kinds of player at once, it's been done before. Have the depth there for those that want it and the "click boom" for everyone else.

Warbie
07-03-2008, 03:13 PM
Mainstream doesn't have to mean "dumb down" and you know it.

But it does mean accessible, which doesn't always mean dumbed down.

Everything we've seen of Falout 3 looks pretty decent. Does it really matter if they take some liberties with lore? See it as a dfferent interpretation if you like, or just don't be invested enough to care in the first place ;)

Gargantou
07-03-2008, 03:47 PM
Uh, no. That's an idiot's claim we/I repeatedly disproved.



If you would actually read the forums, you would notice that mindless bashing is the domain of >50 post people who try to fit in. And get repeatedly chastised for being anal.

Most of the people who have been on the boards for at least a year or so are much more moderate and intelligent. Except for a few oddities, but that's another story (Sorrow's getting the ban soon).

It also seems the lot of you can't possibly comprehend the meaning of the term "sequel to a non-mainstream hardcore RPG series" properly.You have obviously not seen my posts where I bash Oblivion because of how thoroughly it shits over ES lore established in Daggerfall and Morrowind(And Morrowind exp. packs).

But I do admit that I did a stupid generalization, my apologies.

Mikael Grizzly
07-03-2008, 04:59 PM
I know I didn't say that. I know very little about the title. Otherwise yes I would say mainstream would involve quite a lot of dumbing down. Surely you can't seriously expect the majority of consumers to be smart individuals who enjoy a product with depth? The only solution I can think of is to cater to both kinds of player at once, it's been done before. Have the depth there for those that want it and the "click boom" for everyone else.

Which is all I ask.

But it does mean accessible, which doesn't always mean dumbed down.

Fallout was accessible. Dude, I was eight or so and still didn't understand English perfectly, and had no problems finishing it. I still remember my first char... ah, the memories.

Does it really matter if they take some liberties with lore?

Does it really matter if the G-Man turns out to be a rabid cosmic bunny?

But I do admit that I did a stupid generalization, my apologies.

You know I can't stay mad at you, butt-baby. <3

Kyorisu
07-03-2008, 05:13 PM
Which is all I ask.

Well I have no problems waiting to find out how they've gone about things. However I look at the it I don't see them making any crucial design changes no matter how many people yell at them.

sea
07-03-2008, 05:50 PM
Uh, no. That's an idiot's claim we/I repeatedly disproved.

If you would actually read the forums, you would notice that mindless bashing is the domain of >50 post people who try to fit in. And get repeatedly chastised for being anal.Don't quote me, but I almost certainly remember seeing a thread or where some disgruntled moderator-type person made a huge post that insulted everyone who had any hope for the game whatsoever. It was something along the lines of "anyone who thinks that Bethesda is capable of making quality entertainment software is absolutely wrong. They are a shit developer and produce shit products - anyone who believes otherwise is an inbred dredge of a human and should be killed."

Samon
07-03-2008, 06:04 PM
I don't think “dumbing down” is necessarily a bad thing.

Mikael Grizzly
07-03-2008, 06:07 PM
Don't quote me, but I almost certainly remember seeing a thread or where some disgruntled moderator-type person made a huge post that insulted everyone who had any hope for the game whatsoever. It was something along the lines of "anyone who thinks that Bethesda is capable of making quality entertainment software is absolutely wrong. They are a shit developer and produce shit products - anyone who believes otherwise is an inbred dredge of a human and should be killed."

That was Roshambo, an ex-admin (he left because he thought we were too "soft") and long-time RPG developer.

I don't think “dumbing down” is necessarily a bad thing.

Yes, yes, I know you like games that solely consist of pressing a big button named "WIN THE GAME".

Samon
07-03-2008, 06:25 PM
Actually it's all about todays market. Games need to be more accessible – especially for the average gamer, arguably the most important person buying your game. You'd be very, very surprised by how few people make it through to the end of the game.

Mikael Grizzly
07-03-2008, 06:37 PM
Actually it's all about todays market. Games need to be more accessible ? especially for the average gamer, arguably the most important person buying your game. You'd be very, very surprised by how few people make it through to the end of the game.

Which doesn't mean games should be dumbed down.

Samon
07-03-2008, 06:49 PM
Games should be pick up and play and accessible. This isn't “dumbed down”.

AHA-Lambda
07-03-2008, 07:08 PM
Yeah I agree with samon on that one

Mikael Grizzly
07-03-2008, 07:32 PM
Games should be pick up and play and accessible. This isn't ?dumbed down?.

So? You said it yourself that "dumbing down isn't necessarily bad". Acessibility doesn't mean it should be dumbed down a'la Bioshock.

Fallout was and is accessible. Character creation is an integral (and fun) part of the game.

KagePrototype
07-03-2008, 08:00 PM
Yes, yes, I know you like games that solely consist of pressing a big button named "WIN THE GAME".

huurf duurf

Fallout was and is accessible. Character creation is an integral (and fun) part of the game.

It's definately not accessible by today's standards; I bet if you sat down an average gamer at Fallout today and told 'em to let rip, they'd just get frustrated with the UI or the horrible rat cave or the random world map encounters or the tedious turn-based combat. You need to look past quite a few annoyances to appreciate what Fallout does so endearingly.

Samon
07-03-2008, 08:33 PM
It's definately not accessible by today's standards; I bet if you sat down an average gamer at Fallout today and told 'em to let rip, they'd just get frustrated with the UI or the horrible rat cave or the random world map encounters or the tedious turn-based combat. You need to look past quite a few annoyances to appreciate what Fallout does so endearingly.

Agreed. A very, very small minority would bother seeing it through the first level, nevermind the end.

Mikael Grizzly
07-03-2008, 08:37 PM
It's definately not accessible by today's standards; I bet if you sat down an average gamer at Fallout today and told 'em to let rip, they'd just get frustrated with the UI or the horrible rat cave or the random world map encounters or the tedious turn-based combat. You need to look past quite a few annoyances to appreciate what Fallout does so endearingly.

So basically rip out important gameplay mechanics (random encounters and turn based combat)? The latter isn't even tedious, as long as you don't try to get into massive battles, like hitting a random townsman intentionally or picking a fight in the Cathedral or the Mariposa.

Real time combat isn't the answer. Never was, never will be.

Warbie
07-03-2008, 09:17 PM
I think you're a little blinkered concerning Fallout's deficiencies. It was a great game, but never something i'd describe as accessible, and as pc as pc games get - which is why it was cool. A faithful reinvention would be awesome, but it would have to improve on the original in more than a few areas for it pass scrutiny today.

Sulkdodds
07-03-2008, 09:29 PM
Dogmeat <3

Mikael Grizzly
07-03-2008, 09:35 PM
I think you're a little blinkered concerning Fallout's deficiencies. It was a great game, but never something i'd describe as accessible, and as pc as pc games get - which is why it was cool. A faithful reinvention would be awesome, but it would have to improve on the original in more than a few areas for it pass scrutiny today.

In which ways was Fallout inaccessible?

Warbie
07-03-2008, 09:37 PM
Turnbased is enough to put hordes of people off all by itself.

Samon
07-03-2008, 09:56 PM
And when you're trying to appeal to the mass market that is, quite simply, an absolute no go. You can't appeal to a very small minority of gamers who want turn-based combat and to hell with real time combat. It isn't doable.

Games have to be pick up and play; everyone should be able to play from start to finish and find the game accessible and accommodating. By todays standards Fallout is far from accessible. You can have depth to your game – it just doesn't need to come in the form of complex interfaces and tedious combat. As a developer you're appealing to a far broader audience now and that does have to be taken into account.

Mikael Grizzly
07-03-2008, 10:01 PM
And when you're trying to appeal to the mass market that is, quite simply, an absolute no go. You can't appeal to a very small minority of gamers who want turn-based combat and to hell with real time combat. It isn't doable.

Turn based combat can easily be done in an accessible and easy way. It's a myth that only real-time sells.

Real time combat is also a devolution, as it doesn't allow for any complex situations or AI intricacies. The more enemies you have on screen, the less processing power is allocated to each single one.

Games have to be pick up and play; everyone should be able to play from start to finish and find the game accessible and accommodating. By todays standards Fallout is far from accessible. You can have depth to your game ? it just doesn't need to come in the form of complex interfaces and tedious combat.

So all games should take the path of BioShock and become easy, borderline retarded shootfests?

Samon
07-03-2008, 10:03 PM
Being dumbed down was the least of Bioshock's problems. Repetitive gameplay and the lack of enough interesting elements to shake up the tedium at the midway point is way higher on the list. Being easy is also no bad thing.

Turn based combat can easily be done in an accessible and easy way. It's a myth that only real-time sells.

All right, but what about the people who buy the turn-based combat game and then turn it off long before the end? Not seeing it through until finish? A lot.

Mikael Grizzly
07-03-2008, 10:06 PM
Being dumbed down was the least of Bioshock's problems. Repetitive gameplay and the lack of enough interesting elements to shake up the tedium at the midway point is way higher on the list. Being easy is also no bad thing.

Dude. Just, dude. What kind of a game is a game without any sort of challenge?

All right, but what about the people who buy the turn-based combat game and then turn it off long before the end? Not seeing it through until finish? A lot.

If they do that, there's something wrong with the game, and it isn't turn based combat.

Samon
07-03-2008, 10:10 PM
Dude. Just, dude. What kind of a game is a game without any sort of challenge?

Where did I say it wasn't? I said "easy" was no bad thing - don't take that the wrong way. That doesn't mean I think all games should be a breeze, but difficulty should be heavily moderated. Frustrating, hair-pulling difficulty that exists for no other reason than to piss you off has no place in todays gaming. Players should not be constantly dying and restarting.

Challenge, yes. But after 3 or more deaths most players call it a day and don't go back.

If they do that, there's something wrong with the game, and it isn't turn based combat.

I think you're mistaken and that is one big sweeping generalisation.

Mikael Grizzly
07-03-2008, 10:15 PM
Where did I say it wasn't? I said "easy" was no bad thing - dont' take that the wrong way. That doesn't mean I think all games should be a breeze, but difficulty should be heavily moderated. Frustrating, hair-pulling difficulty that exists for no other reason than to piss you off has no place in todays gaming. Players should not be constantly dying and restarting.

Challenge, yes. But after 3 or more deaths most players call it a day and don't go back.

It ain't easy then. It's called moderate.

I think you're mistaken and that is one big sweeping generalisation.

Then prove that turn-based gaming is bad.

Real-time combat usually equals twitch gaming, and that is very bad, as most players do not have the agility of a meth-stimmed monkey.

Samon
07-03-2008, 10:16 PM
Don't get me wrong - I'm not saying real-time combat is the be all and end all.

Mikael Grizzly
07-03-2008, 10:25 PM
Don't get me wrong - I'm not saying real-time combat is the be all and end all.

Then say it all, don't use just one-liners, Sammy, please.

KagePrototype
07-03-2008, 10:38 PM
So basically rip out important gameplay mechanics (random encounters and turn based combat)? The latter isn't even tedious, as long as you don't try to get into massive battles, like hitting a random townsman intentionally or picking a fight in the Cathedral or the Mariposa.

You wouldn't have to rip them out, just improve on them so they're not so tedious. Fallout's a good game, but like I said there are problems you have to trundle through (the combat, the UI) to get to the meat (the story, the characters, the setting).

Real time combat is also a devolution, as it doesn't allow for any complex situations or AI intricacies

I would say this is a moot point, since the player has to be make decisions more rapidly in a real-time situation compared to a turn-based scenario. Both can be equally exciting in their own ways, I think it just comes down to personal preference in the end.

Mikael Grizzly
07-03-2008, 11:06 PM
You wouldn't have to rip them out, just improve on them so they're not so tedious. Fallout's a good game, but like I said there are problems you have to trundle through (the combat, the UI) to get to the meat (the story, the characters, the setting).

Agreed, the UI could use a few more tooltips, but generally it is pretty intuitive. As for the combat... it can be made faster, since there is a slider that controls it's speed in the options.

I would say this is a moot point, since the player has to be make decisions more rapidly in a real-time situation compared to a turn-based scenario. Both can be equally exciting in their own ways, I think it just comes down to personal preference in the end.

Yeah, but it is TB that gives more processing power to individual enemies rather than RT, which is forced to distribute the processing power.

Kadayi
07-03-2008, 11:26 PM
The great problem with the whole fallout 3 thing for me is that the original games were of their time in terms of how you interacted with it and how the game responded to you, as well as the visual nature of the game. In turn based isometric with pixel based characters it makes sense to have over sized beasties, guys in hulking great big suits of power armour, and 10 ft tall green mutants, because the look suited the medium of the game. Translating all of that isometric kitsch directly into into a 3D engine doesn't make that much sense imho. I'm not saying the game should be stalker gritty, but I can't help think of the teaser for Rage that ID showcased last year:-

http://www.gametrailers.com/player/23175.html

and not feel this is the sort of thing I'd rather they went for.

KagePrototype
07-03-2008, 11:31 PM
Agreed, the UI could use a few more tooltips, but generally it is pretty intuitive. As for the combat... it can be made faster, since there is a slider that controls it's speed in the options.

It's not even the lack of tooltips; it's just a cluttered, unfocused mess.

Yeah, but it is TB that gives more processing power to individual enemies rather than RT, which is forced to distribute the processing power.

But this doesn't make turn-based a superior form of gameplay by default. My point is that just because each enemy gets less processing cycles doesn't make real-time worse. Players will need to think on their feet, and so the experience is compensated for any perceived loss of complexity. Both offer a different thrill; one is stretched out and strategic, the other is short and intense.

Jintor
07-03-2008, 11:37 PM
The great problem with the whole fallout 3 thing for me is that the original games were of their time in terms of how you interacted with it and how the game responded to you, as well as the visual nature of the game. In turn based isometric with pixel based characters it makes sense to have over sized beasties, guys in hulking great big suits of power armour, and 10 ft tall green mutants, because the look suited the medium of the game. Translating all of that isometric kitsch directly into into a 3D engine doesn't make that much sense imho. I'm not saying the game should be stalker gritty, but I can't help think of the teaser for Rage that ID showcased last year:-

http://www.gametrailers.com/player/23175.html

and not feel this is the sort of thing I'd rather they went for.

Now you, good sir, have a point.

Mikael Grizzly
07-03-2008, 11:40 PM
It's not even the lack of tooltips; it's just a cluttered, unfocused mess.

What's unfocused about it? It's quite clear.

But this doesn't make turn-based a superior form of gameplay by default. My point is that just because each enemy gets less processing cycles doesn't make real-time worse. Players will need to think on their feet, and so the experience is compensated for any perceived loss of complexity. Both offer a different thrill; one is stretched out and strategic, the other is short and intense.

Yeah, but RPGs are NEVER about twitch-based combat.

Sui
07-03-2008, 11:43 PM
The whole problem could be solved easily if someone would just release an easy to use map editor for Fallout 2. Then we could make our own Fallout 3!

What's the Fallout mapping community like? Are there any decent story-based worlds that people have made?

KagePrototype
07-03-2008, 11:53 PM
What's unfocused about it? It's quite clear.

It's clear when you're used to it, but I distinctly remember being completely lost when first loading Fallout. It took me longer than it should've to figure out how to exit combat, to aim at specific body parts, to change weapons, even to use skills like stealth or lockpick. And then there's the one-column inventory screen, the fuzzy map that doesn't coincide with the player's viewpoint...if you want a good UI, see: any Blizzard game post-Starcraft.


Yeah, but RPGs are NEVER about twitch-based combat.

Oh, I assumed you were talking generally. I'm not going to take the risk of starting a "what's an RPG" debate now...

Mikael Grizzly
08-03-2008, 12:03 AM
The whole problem could be solved easily if someone would just release an easy to use map editor for Fallout 2. Then we could make our own Fallout 3!

What's the Fallout mapping community like? Are there any decent story-based worlds that people have made?

Killap's Restoration Project for Fallout 2, like a game unto itself.

It's clear when you're used to it, but I distinctly remember being completely lost when first loading Fallout. It took me longer than it should've to figure out how to exit combat, to aim at specific body parts, to change weapons, even to use skills like stealth or lockpick. And then there's the one-column inventory screen, the fuzzy map that doesn't coincide with the player's viewpoint...if you want a good UI, see: any Blizzard game post-Starcraft.


Uh, you did read the manual?

Oh, I assumed you were talking generally. I'm not going to take the risk of starting a "what's an RPG" debate now...

True RPGs: Fallout, Planescape: Torment, Baldur's Gate, Arcanum...
Action-RPGs: Gothic, Oblivion, partially Morrowind...
Game with RPG elements: Anything that features a char development system.

Absinthe
08-03-2008, 12:07 AM
As somebody who only came to play and appreciate Fallout 1 & 2 in the last few years, I have to say that my initial exposure to it was not overwhelmingly positive. Everything Kage listed was a problem for me. And endlessly whacking (and missing) cave rats as my first combat experience was not a fun time. I continued, keeping the game's age in mind, and had to invest a few solid hours into it before growing to like it. But it's not a matter of learning curves. Even if I were to load up today, I'd feel like I'm enjoying the game in spite of its UI and its typical combat. They're things I have no problem with being overhauled because they're not what attracted me to the games in the first place.

And I imagine most gamers today wouldn't have the patience to put up with them before switching to another game.

DEATH eVADER
08-03-2008, 12:27 AM
Dude. Just, dude. What kind of a game is a game without any sort of challenge?



If they do that, there's something wrong with the game, and it isn't turn based combat.

It is a Hybrid

theotherguy
08-03-2008, 12:28 AM
As somebody who only came to play and appreciate Fallout 1 & 2 in the last few years, I have to say that my initial exposure to it was not overwhelmingly positive. Everything Kage listed was a problem for me. And endlessly whacking (and missing) cave rats as my first combat experience was not a fun time. I continued, keeping the game's age in mind, and had to invest a few solid hours into it before growing to like it. But it's not a matter of learning curves. Even if I were to load up today, I'd feel like I'm enjoying the game in spite of its UI and its typical combat. They're things I have no problem with being overhauled because they're not what attracted me to the games in the first place.

And I imagine most gamers today wouldn't have the patience to put up with them before switching to another game.

Agreed, I tried it and hated it. It was way too boring and complex.

KagePrototype
08-03-2008, 12:37 AM
Uh, you did read the manual?

Never had one. ;)

(I can't remember the last time I needed a manual for a video game)

Jintor
08-03-2008, 01:37 AM
Agreed, I tried it and hated it. It was way too boring and complex.

You know, some of what made Fallout so entertaining for me (and I only began playing it during the holidays between 2007/2008) was the critical hits occasionally displaying a different animation. And the sound being so awesomely meaty.

Kyorisu
08-03-2008, 06:07 AM
Never had one. ;)

(I can't remember the last time I needed a manual for a video game)

Indeed. No game these days should need a manual to explain the basics of game play.

Yeah, but it is TB that gives more processing power to individual enemies rather than RT, which is forced to distribute the processing power.

Pfft processors are more than fast enough to deal with a few AI on the fly, we have multi core systems ffs. It's got nothing to do with processing power at all. What you are talking about is designing enemies for turn based via enemies designed for real time. One might perceive one easier than the other. I see turn based games as easy because I can think ahead as many moves as I need to. Whilst in real time the battle is far more dynamic and the enemies have more options available to them.

Mikael Grizzly
08-03-2008, 10:45 AM
Indeed. No game these days should need a manual to explain the basics of game play.

Basics, yes. Intricacies and other complexities? The manual should be essential.

Not to mention that the manual can be a beautiful gem, like Fallout's manual. Or Quake 2's.

Pfft processors are more than fast enough to deal with a few AI on the fly, we have multi core systems ffs. It's got nothing to do with processing power at all. What you are talking about is designing enemies for turn based via enemies designed for real time. One might perceive one easier than the other. I see turn based games as easy because I can think ahead as many moves as I need to. Whilst in real time the battle is far more dynamic and the enemies have more options available to them.

Uh, more options? Every additional character halves the amount of processing power that is allocated to it. And that amount isn't even big to begin with, as most of the processor is nowadays occupied with rendering graphics (supporting the GPU), calculating physics, tracking variables, supporting the OS...

Cerpin
08-03-2008, 11:56 AM
There's a big difference between complexity and complication.

Beerdude26
08-03-2008, 12:15 PM
Fallout 1 & 2 was not complicated. It was complex, yes, but certainly not complicated.
It was about as complicated as Baldur's Gate, for that matter. (Which I did not find very complicated :p)

Gargantou
08-03-2008, 12:52 PM
Basics, yes. Intricacies and other complexities? The manual should be essential.

Not to mention that the manual can be a beautiful gem, like Fallout's manual. Or Quake 2's.Or F-14 Fleet Defender Gold, Falcon 3 Gold, F-15 Strike Eagle III Gold!

Samon
08-03-2008, 01:02 PM
Everything should be explained ingame for the player. They should never have to turn to the manual to understand something. If they do, you fail as a game designer.

Jintor
08-03-2008, 01:04 PM
This is truth. It may not have been truth back in the 90s, but it's damn well truth now.

Mikael Grizzly
08-03-2008, 01:34 PM
Everything should be explained ingame for the player. They should never have to turn to the manual to understand something. If they do, you fail as a game designer.

So basically a bigass tooltip should pop up whenever the player is faced with a choice, explaining what is going to happen?

Also, define "everything", Samon. Your broad generalisations and vague posts ain't helping to understand your point.

In my opinion, only the basics should be explained, with any higher intricacies being explained in the manual. I would rather play a complex game without much tutoring instead of a dumbed down game where the devs spent loads of time just to make it user friendly and had to cut complexity down.

On the topic of RT/TB again, compare games which try to implement both modes. They are good examples of the inherent differences of combat. In Arcanum for instance, RT combat is pathetically easy and prevents any use of tactics, as both the enemy and you charge at the same time and the person with the higher Speed attribute wins. TB is much more challenging, as it takes in account your entire character sheet and statistics. You actually have to think about your moves and act with reason.

Same goes for FOT, where RT combat consists solely of running up to the enemy and bursting the crap out of him, while TB requires you to use cover responsibly and think ahead.

Then, of course, there's Wizardry. In RT, the combat would be incredibly stupid and simplistic, not to mention twitch based, as you would have to control SIX characters simultaneously (not counting recruited NPCs). Wiz is entirely turn based, and forces accurate tactical assessment of the situation and forethought.

Jintor
08-03-2008, 02:44 PM
In simple terms: you should be able to learn how to play the game by, well, playing the game.

It should not need to be AllThereInTheManual.

Absinthe
08-03-2008, 04:05 PM
Most games today try to teach you as you go along, even if only in a tutorial. They want them to be immediately accessible. And a lot of people, especially non-gamers, don't bother with manuals at all.

Kyorisu
08-03-2008, 04:29 PM
On the topic of RT/TB again, compare games which try to implement both modes. They are good examples of the inherent differences of combat. In Arcanum for instance, RT combat is pathetically easy and prevents any use of tactics, as both the enemy and you charge at the same time and the person with the higher Speed attribute wins. TB is much more challenging, as it takes in account your entire character sheet and statistics. You actually have to think about your moves and act with reason.

Oh please all you've done is shown the real time aspects of Arcanum were poorly designed.

Same goes for FOT, where RT combat consists solely of running up to the enemy and bursting the crap out of him, while TB requires you to use cover responsibly and think ahead.

Again poor design, do you have a clue what that means? Seeing as the word TACTICS is in the title I'd automatically assume they spent far more time refining the turn based system and threw real time in for lols.

Then, of course, there's Wizardry. In RT, the combat would be incredibly stupid and simplistic, not to mention twitch based, as you would have to control SIX characters simultaneously (not counting recruited NPCs). Wiz is entirely turn based, and forces accurate tactical assessment of the situation and forethought.

I believe Mass Effect did a job god with it's combat system. These lines are taken straight off the Bioware site.

Although combat will take place in real-time, you will have the ability to pause combat and issue commands to your squad which they will then execute with the precision of a highly trained elite force.

You were saying?

Mikael Grizzly
08-03-2008, 06:42 PM
Oh please all you've done is shown the real time aspects of Arcanum were poorly designed.

Then show me am RPG with RT combat that isn't twitch based and emphasizes tactics.

Again poor design, do you have a clue what that means? Seeing as the word TACTICS is in the title I'd automatically assume they spent far more time refining the turn based system and threw real time in for lols.

No. CTB (real-time) combat was in there from the beginning. Anything else you'd like to contribute?

I believe Mass Effect did a job god with it's combat system. These lines are taken straight off the Bioware site.
You were saying?

Real-time with pause is not turn based, not by a long shot. Now, if you had mentioned KOTOR, now that would be a better example.

AHA-Lambda
08-03-2008, 06:51 PM
Everything should be explained ingame for the player. They should never have to turn to the manual to understand something. If they do, you fail as a game designer.

I agree. Yahtzee had said for mass effect he couldn't figure out how to install mods. I also agree with him, I couldn't figure out how to work the inventory menus at first as it isn't described very well at all.

Fliko
08-03-2008, 09:10 PM
Everything should be explained ingame for the player. They should never have to turn to the manual to understand something. If they do, you fail as a game designer.
Couldn't be put better.

When I first played Fallout 2, I found it extremely unaccesible, I mean... SHIT! I couldn't hit anything, everything was really ****ing hard. It toned down a lot as I leveled up, but I play games a lot, I've developed a very high patience level for games (Just like most other games.).

Now, put a non-gamer into this seat and they'll start ripping out their hair and throwing their keyboard across the room. That is, if they get past the first little level in Fallout 2 (Which I admit, I had trouble in. I couldn't figure out how to open one of the last gates.).

The depth in Fallout 2 is immense. While it made it a great game, it was practically boring and short without exploring the world at great depths. Not everyone wants to explore 1 world for a long time. People like to jump from game to game, to experience new things.

Oh, and another HUGE problem I had with Fallout 2 was Character Creation. Yes, it's probably one of the coolest, and best systems I saw except for 1 flaw; it's really confusing (For lack of better word) to create a character to your playstyle that is also strong. You got absolutely NO feel for anything, and you're getting told choices. After you create your character you can obviously fix this problem by leveling up and just going somewhere else, but this put me at a serious disadvantage at the beginning of the game that was frustrating, and uninviting. (This point is completely invalid if you played the game, say once though.)

Games can be challenging, they can be easy. That's why they invented difficulty levels. But just because a games challenging doesn't mean it has to have a cluttered UI, and a bad in-game tutorial system, or therefore a lack of.

And 1 last problem I had with Fallout2 was setting bombs. I didn't figure out I had to drop it until it blew up in my inventory. These things are damn brilliant if you know the game, but if you are just coming into the game it's very tedious.

Absinthe
08-03-2008, 09:13 PM
Amen nigga.

French Ninja
09-03-2008, 12:47 AM
Looks cool.

Cornerstone
09-03-2008, 03:19 AM
Fallout was intended to have a descent learning curve, try Icewind Dale with no knowledge and see how far you get. One of the greatest aspects of Fallout 1 & 2 was discovering for yourself and learning how open that game really was. I have no idea why so many demand that everything be spelled out for them now, I spent hours and hours just on the Fallout demo and it was one of the greatest times in my life with a video game and in the end of Fallout 1 & 2, I had taken a character that I created, developed and adapted through one of the best open games ever created and all that time only derived more pleasure. I went through Bioshock and dispite a great story, only dying once when I was very drunk really didn't make me feel any sense of acomplishment, I could sit through a movie and use as much skill as I used in Bioshock. [/rant]

Krynn72
09-03-2008, 11:35 AM
To be honest, I dont get why people like games that are so challenging that you die every few minutes. I mean, its like a rating now "Bah, I only died three times the whole time, this game sucks."

I dont know, for me its a very jarring experience to die in a game. It totall rips me out of the "experience" and reminds me im playing a game. Same goes for complicated controls or complex gameplay. If I have to look in the manual, or on a website to find out gameplay aspects, then i'll never be able to enjoy the game because i'll constantly be struggling with the game, and i'll never be able to just play without knowing in my head "this is a video game." I mean, it totally ruins any suspension of disbelief.

Not only that, but I dont see the fun in having to do things over and over just because one area is difficult. Thats the number one reason why I stop playing games and never finish them. If I die like 4 or 5 times in the same area, and have to play 20 minutes of game over and over again just to die in the same area... i just become frustrated and quit. Usually for forever.

Absinthe
09-03-2008, 11:48 AM
Fallout was intended to have a descent learning curve, try Icewind Dale with no knowledge and see how far you get. One of the greatest aspects of Fallout 1 & 2 was discovering for yourself and learning how open that game really was. I have no idea why so many demand that everything be spelled out for them now, I spent hours and hours just on the Fallout demo and it was one of the greatest times in my life with a video game and in the end of Fallout 1 & 2, I had taken a character that I created, developed and adapted through one of the best open games ever created and all that time only derived more pleasure. I went through Bioshock and dispite a great story, only dying once when I was very drunk really didn't make me feel any sense of acomplishment, I could sit through a movie and use as much skill as I used in Bioshock. [/rant]

So because I actually want to play the game when I launch it instead of figuring out how to, I must be a spoonfed simpleton.

Gaming no longer caters to the niche mentality that obstructing the player's control enhances a title's character or worth. It doesn't. And the problem is not necessarily Fallout's learning curve, but its exacerbation with unintuitive UIs and mechanics. They may not be deal-breakers for you and I, but I know 95% of my friends would give up on it if they played through the beginning of either game.

EDIT: Stupid ****ing forum deleted a bunch of shit I wrote here. Munro is fired.

Cornerstone
09-03-2008, 12:20 PM
So because I actually want to play the game when I launch it instead of figuring out how to, I must be a spoonfed simpleton.

Gaming no longer caters to the niche mentality that obstructing the player's control enhances a title's character or worth. It doesn't. And the problem is not necessarily Fallout's learning curve, but its exacerbation with unintuitive UIs and mechanics. They may not be deal-breakers for you and I, but I know 95% of my friends would give up on it if they played through the beginning of either game.

EDIT: Stupid ****ing forum deleted a bunch of shit I wrote here. Munro is fired.

Yes, you are so f'in smart nothing is left to be read and no learning curve is worth it... [another ... for sarcasm] ...

Absinthe
09-03-2008, 12:24 PM
I do read manuals, but most others (particularly non-gamers) don't, and I think they should become less and less of a requirement for understanding how a game works. The best way to inform players of a title's gameplay is through hands-on experience and intuitive design. You shouldn't have to research a game before playing it unless we're talking about some ridiculously complex sim.

And in no way does intuitive design have to come at the expense of a satisfying learning curve. Unless you consider a learning curve to be the time and effort it takes to learn the simplest of basic gameplay mechanics, which I find completely worthless and unhelpful. Nobody except for the hardcore would put up with Fallout today, with few exceptions. And not because it's amazingly difficult.

If I can ****ing play Civilization after just a quick tutorial and no manual reading, then most other games do not have an excuse.

Jintor
09-03-2008, 02:06 PM
Yes, you are so f'in smart nothing is left to be read and no learning curve is worth it... [another ... for sarcasm] ...

Refer to avatar for response.

AHA-Lambda
09-03-2008, 02:23 PM
http://i18.photobucket.com/albums/b110/Question2/facepalm.png

Kyorisu
09-03-2008, 02:26 PM
The best way to inform players of a title's gameplay is through hands-on experience and intuitive design.

Nail, head, hit.

Jintor
09-03-2008, 02:31 PM
http://i18.photobucket.com/albums/b110/Question2/facepalm.png

Ah, Kyon. You poor sap.

I should really make a stable of Kyon facepalm avatars and just cycle through them every once in a while.

Samon
10-03-2008, 01:58 PM
So basically a bigass tooltip should pop up whenever the player is faced with a choice, explaining what is going to happen?

In the gaming world of today carefully constructed, seamlessly implemented gameplay tutorials inside of the game itself are the best way to go and it has proven over and over. There's no need for cumbersome text or for players to have to refer to a manual - which should never be the case - when if you're competent enough you can explain it through the game anyway.

Everything should be inside the game.