Chuck Norris
Augur
Some reasons why Fallout's RPG system is the best on out there:
- Locations are full of secrets, events and quests, but they are also small. So exploring them is rewarding and fun as much as it's not confusing or time wasting.
- Moving between each small location by a big map which is full of random encounters makes the game fast paced and completely destroys the boring aspects of backtracking.
- I loved the way traits and skills worked in the game. Unlike D&D, you couldn't see the numbers and calculations related to them. Instead, you could felt them. You never saw something like "persuasion failed", NPC telling you to fuck yourself (or in case of voiced NPCs, their facial expressions) would prove that to you.
- AP based 2D isometric turn based combat with those neat animations. Nuff said.
- Most important of all, a very simple (simple for developers to implement it) and subtle, yet insanely effective C&C system was the thing that made Fallout really special. In Fallout 2, you had to deliver a suitcase to Bishop from someone in Vault city (if I'm not mistaken). I simply asked the guy for reward. After 10 hours, when I reached New Reno and went to Bishop, I found out the fact that I asked the guy for reward made him hostile toward me (without showing it) and therefore, he put a note inside the briefcase to inform Bishop that I can't be trusted. I lost his missions because of this.
The thing is implementing this C&C didn't cost any money or time, (In the way C&Cs for 3D AAA games like Witcher and Mass Effect do) but it was so good that I still remember it in great details after all these years.
Moral of the story: Everything about Fallout screams perfect RPG. But there are only 2 (respectable) clones made from it: Fallout 2 and Arcanum. I always wondered why market isn't filled with all kinds of Fallout clones. Maybe it was because of the publishers and the fact that they didn't support this kind of game. But now that this whole kickstarter sensation has started and RPGs play the main role, why the hell we haven't seen someone kickstart a Fallout clone yet? It's not hard to make one and if you follow the formula, it's hard to fail. Hell, even I could design a great Fallout clone if I had the resources and technical knowledge of game making. But for some reasons, developers don't seem interested in making this kind of game. RPG makers have a lot of passion, but their ideas (especially about game-play and story) are mostly shitty and uninteresting.
To be honest, I made this thread to put the idea in the head of a developer who reads these boards (maybe it's wishful thinking, but whatever). I don't care if they make a flat-out Fallout clone with different settings (actually I prefer it this way, because changing something prefect is pointless, even if it means lack of creativity), but, for god's sake they should just do it.
- Locations are full of secrets, events and quests, but they are also small. So exploring them is rewarding and fun as much as it's not confusing or time wasting.
- Moving between each small location by a big map which is full of random encounters makes the game fast paced and completely destroys the boring aspects of backtracking.
- I loved the way traits and skills worked in the game. Unlike D&D, you couldn't see the numbers and calculations related to them. Instead, you could felt them. You never saw something like "persuasion failed", NPC telling you to fuck yourself (or in case of voiced NPCs, their facial expressions) would prove that to you.
- AP based 2D isometric turn based combat with those neat animations. Nuff said.
- Most important of all, a very simple (simple for developers to implement it) and subtle, yet insanely effective C&C system was the thing that made Fallout really special. In Fallout 2, you had to deliver a suitcase to Bishop from someone in Vault city (if I'm not mistaken). I simply asked the guy for reward. After 10 hours, when I reached New Reno and went to Bishop, I found out the fact that I asked the guy for reward made him hostile toward me (without showing it) and therefore, he put a note inside the briefcase to inform Bishop that I can't be trusted. I lost his missions because of this.
The thing is implementing this C&C didn't cost any money or time, (In the way C&Cs for 3D AAA games like Witcher and Mass Effect do) but it was so good that I still remember it in great details after all these years.
Moral of the story: Everything about Fallout screams perfect RPG. But there are only 2 (respectable) clones made from it: Fallout 2 and Arcanum. I always wondered why market isn't filled with all kinds of Fallout clones. Maybe it was because of the publishers and the fact that they didn't support this kind of game. But now that this whole kickstarter sensation has started and RPGs play the main role, why the hell we haven't seen someone kickstart a Fallout clone yet? It's not hard to make one and if you follow the formula, it's hard to fail. Hell, even I could design a great Fallout clone if I had the resources and technical knowledge of game making. But for some reasons, developers don't seem interested in making this kind of game. RPG makers have a lot of passion, but their ideas (especially about game-play and story) are mostly shitty and uninteresting.
To be honest, I made this thread to put the idea in the head of a developer who reads these boards (maybe it's wishful thinking, but whatever). I don't care if they make a flat-out Fallout clone with different settings (actually I prefer it this way, because changing something prefect is pointless, even if it means lack of creativity), but, for god's sake they should just do it.