Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
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You can see the love and attention Speech skill is getting.
http://fallout.bethsoft.com/images/art/ ... tonbar.jpg
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http://fallout.bethsoft.com/images/art/ ... skills.jpg
You can see the love and attention Speech skill is getting.
Killing is bad, helping is good. Got it!3) Could you outline your thoughts on the matter of ensuring that choices and consequences provided by the various quests within your game are crafted so as to be more nonlinear than simply the superficial choice between "good, bad and neutral"/"affirmative, negative and nothing?" Also, will there be other aspects to choices in Fallout 3? Political? Philosophical? Exactly how far will you go with the player's moral freedom, the "gray" solutions?
That really depends on the quest, so it's hard to say. There are certainly some that are clearly good/bad, like blowing up Megaton. It's clearly bad to nuke an entire town. It's clearly bad to kill innocent people throughout the game, and your karma is affected. It's also clearly good to help people in need, giving to charity, passing out clean water, and more. Those are specific examples in the game. I think many people want to play "good" and want to play "evil". Both are fun in different ways. The gray area comes into several quests, where the situation is just "bad". Some feel like no-win situations and they come across as "make a hard choice." I think that's where it feels best honestly, but we do need to mix it up between that and simpler good/bad.