TwinkieGorilla
does a good job.
- Joined
- Oct 19, 2007
- Messages
- 5,480
[rpg codex]there is NO SUCH THING as a good game![/rpg codex]
amirite?
amirite?
1eyedking said:Oh, so you hate a game that breaks your immersion? When it's part of a game's theme, this is completely acceptable: FO2's humor makes fun of said "Willing Suspension of Disbelief" by throwing everything cliché you would expect out of such a setting. Think comics, pulp fiction, B movies. Everything is exaggerated, but contrary to most opinions everything is handled with finesse. Why, you ask? Because the designers managed to explain everything within the game's terms, made a believable political agenda for each party, raised some important aforementioned issues, and provided the wasteland with a sound economical system. FO2 is about civilization happening again, and everything good and bad that comes with it.Qwinn said:It's not wanting "Mona Fucking Lisa" for me... I just want to be able to maintain Willing Suspension of Disbelief. Fallout 1 does a much better job at allowing you to maintain that, IMO. And not being able to maintain WSoD can seriously impact how much fun the game is to play, I think. Just like it can spoil a movie (see Indiana Jones: Temple of Doom for a good example).
Elaborate.And the Master was just a way more interesting and less annoying villain than the dumbass caricature that is the Enclave. I don't see how that can really be argued.
As i understand it, its more of:J1M said:... SUPER SERIOUS BUSINESS.
Thanks. I didn't get that was some people's opinion from the last 12 pages.jagged-jimmy said:As i understand it, its more of:J1M said:... SUPER SERIOUS BUSINESS.
Fallout had coherent world/design, while there were some pop culture references and goofs mixed in.
Fallout 2 on the other hand, had a lot of stuff only for the purpose of goofs and lulz.
Bottomline: Fallout was well designed, while Fallout 2 was fun. And they both share mechanics we love in RPGs. Which one is better overall is a matter of opinion and individual preferences.
1eyedking said:Vaults do. They predate the world after the apocalypse. They never had to rebuild anything, they carried legal systems from before times. As far as I know they held councils, arrested criminals, and had record sheets of everyone at the Vault. As I said, they're an isolated case. I'm just repeating myself here.
1eyedking said:By your same logic the Brotherhood of Steel from FO1 wouldn't require the complex organizational systems it had because everything has gone to shit.
1eyedking said:Kung-fu is but one quest in a sea of cool branching missions.
1eyedking said:Scientologists are forgettable.
1eyedking said:I see nothing wrong with mobsters. Except for the fedora hats and tommy guns, can't forget those.
1eyedking said:Tribals are almost never mentioned again once you exit Arroyo.
1eyedking said:When I read "80 years passed" I think in "a hefty amount of time passed and stuff happened". Go tell humanity 80 years ago that they would suffer yet another World War, invent computers, go to the moon, drop nuclear bombs, etc.; a lot of shit can go down in 80 years.
1eyedking said:Finally please remember the people from Shady Sands are actually descendants from Vault 15.
No, he said he didn't want to work on a Fallout 2 at that point in time, and he said that Planescape: Torment had a pretty linear story and put you in the place of a certain character but was otherwise completely awesome. Which it did.1eyedking said:Yes, Tim Cain genuinely likes what Bethesda did to Fallout 3, even though he said he didn't want Fallout 2 to happen and called PS:T a JRPG.
That still doesn't mean that Kung Fu Battles (or basically all of San Francisco. Fuck San Francisco) fit the setting. And no, they don't just serve a minor role in San Francisco. They are the focal point of the main area.1eyedking said:Oh, so you hate a game that breaks your immersion? When it's part of a game's theme, this is completely acceptable: FO2's humor makes fun of said "Willing Suspension of Disbelief" by throwing everything cliché you would expect out of such a setting. Think comics, pulp fiction, B movies. Everything is exaggerated, but contrary to most opinions everything is handled with finesse. Why, you ask? Because the designers managed to explain everything within the game's terms, made a believable political agenda for each party, raised some important aforementioned issues, and provided the wasteland with a sound economical system. FO2 is about civilization happening again, and everything good and bad that comes with it.
I'm fairly certain that it's supposed to be an Indian reference, but that Tim Cain et al purposefully kept all real-world religions out of the game.Gragt said:The people who forgot about basic agricultural concepts like crop rotation and worshipped a local divinity called Dharma?
Because the Fallout setting isn't a decadent, crumbling society. It's a fucking wasteland. The civilization has been wiped clean. Good riddance and all that.J1M said:Drugs are far more rampant in downtrodden societies than healthy ones.
Riiight.Drugs, drug lords, and crime bosses who manage the supply lines of said drugs are some of the most realistic aspects of the Fallout setting.
I don't think you know what an utopia is.J1M said:What you are describing, VD, is a rational utopia
Apparently, you did not notice the chemist NPC that you can recruit that went through a loooooot of effort to invent Jet.J1M said:What you are describing, VD, is a rational utopia and not at all realistic.
That you think a chemist is required for people to get high is equally laughable. Becoming a drug dealer in that situation is as simple as being the guy who looted all the glue/paint/solvent from a department store.
Redding had a sheriff's office.The Brazilian Slaughter said:Ever noticed how those three towns are the places with more jet? Because there's almost no law and order there, and most of their work can be done by slaves! They don't care about working hands. It would be strange to see druggies in Modoc or Klamath, but there are none. Quantity of jet you can buy in Modoc and Klamath? Zero.
This is all a bunch of conjecture that doesn't really work. Vault City barely provided medical service to outsiders, there's no proof whatsoever of Jacob making medicine and NCRs state of affairs in the same is hardly clear.The Brazilian Slaughter said:Vault City. Myron can make stims and other people probrably can, too, so it would't be weird for the families to sell medicine on the side. NCR and BOS also supply medicine. Jacob knew chemistry, too, so he was probrably the man to go in Broken Hills when it came to medicine, and it doesn't seems a strech for him to deal drugs behind Marcus' back.
It's funny because it's true.Chefe said:Fallout 1 is the oddball in the Fallout franchise. The other games (2, Tactics, BOS, 3) were all about the lulz and the stupid. Fallout 1 isn't a true Fallout because it's the outlier and doesn't stay true to the Fallout spirit created by the later three games.
80 years isn't enough. Just think about it. Everything is nuked, right? A small groups of survivors live in villages like Shady Sands, makeshift towns like Junktown, and ruins like the Hub. Sure, people know a lot, comparing to what people who lived in similar conditions 2,000 years ago knew, but they can't make anything. Can they build a factory? I don't think so. Can they make cars again? Nope. Too many parts and components. Most likely the survivors would not be able to maintain old techno places, so things would slowly become worse as less and less wonders of the old world are available, and then the mankind will follow the familiar road: they would make wooden wheels, get animals to pull their carts and carriages, build wooden houses, etc.The Brazilian Slaughter said:VD, I think you're not thinking it thoughly. You're thinking on a "short-after the apocalypse perspective." Fallout 2 is 80 years after Fallout, there's a lot more civilization and people.
{110}{Mast02}{I will conquer it and turn all those pure strain humans into mutants.
They will give me the army I need to bring peace to the entire wasteland.}
{119}{Mast06}{The Unity will bring about the master race. Master! Master!
One able to survive, or even thrive, in the wasteland. As long as there are
differences, we will tear ourselves apart fighting each other. We
need one race. Race! Race! One goal. Goal! Goal! One people . . . to
move forward to our destiny. Destiny.}
{122}{Mast07}{Of course. Mutants are best equipped to deal with the world today.
Who else? The ghouls. Please. Normals. They brought nuclear
death to us all. This will be the age of mutants. Mutants.}
{126}{Mast08}{All that resist, yes. All those that are required for the
Unity as well. The remainder will be allowed to live out their days,
but under Unity control and protection. But none shall breed, for they
will be the last of their race.}
{134}{Mast10}{I'm not after the world, yet. When I turn your fellow vault-dwellers
into mutants, my forces will be too strong for any to stand against!
But don't worry, you won't care. Care! Care!}
{179}{Mast32}{Of course not. Most will be offered a chance to become
a mutant. Those who deny this opportunity will be sterilized and let go.
Those that resist will be executed.}
{182}{Mast33}{We are all biased, are we not? We each care more about
our individual communities than other people. We haven't changed, and
I'll tell you something else . . .}
{182}{Mast33}{We are all biased, are we not? We each care more about
our individual communities than other people. We haven't changed, and
I'll tell you something else . . .}
{184}{Mast34}{We won't change. Not unless we are of one people. One. One. One. One
race. One. One. One. The Unity will allow us to move beyond these
petty concerns and deal with the major problems at hand. You want to
be a part of that, don't you? Part. Don't.}
{187}{Mast35}{Of course! The mutants will survive! The mutants will rebuild this
world! And only as a mutant, will you be allowed to live! Live. Die!}
{174}{prs19}{I am the elected representative of the people. The United States does still exist. God bless us, every one. We've just had to adapt in order to survive after the war.}
{197}{prs24}{There was a great war long before we were born. Our gallant soldiers fought from the Yukon to the Yangtze.}
{216}{prs32}{We were winning, too. And then those damn Reds launched everything they had. We barely got our birds up.}
{218}{prs33}{Well, no it didn't. But at least it knocked the damn Red menace back into the stone age.}
{220}{prs34}{Well, no. No... not quite. You see, we had planned ahead. We were ready. }
{222}{prs35}{We had a number of sanctuaries that would enable the glorious American civilization to endure. These facilities - the vaults - were part of the great plan.}
{224}{prs36}{Actually, they worked almost exactly the way they were supposed to. You might call it a social experiment on a grand scale. }
{226}{prs36a}{The vaults were set up to test humanity. Some had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months. They each had a unique set of circumstances designed to test the occupants.}
{228}{prs37}{Ahh. Vault 13 was a special case. It was supposed to remain closed until the subjects were needed. Vault 13 was, in scientific parlance, a control group.}
{230}{prs38}{An unfortunate, and unforeseen, accident. However, as it turns out, a rather fortuitous one.}
{232}{prs39}{As it turns out we needed test subjects from untainted, pre-war, human stock - your ancestors in Vault 13 - and some freshly mutated stock - the villagers from Arroyo.}
{234}{prs39a}{For the Project. It's almost ready. Humanity's salvation is almost at hand and the United States of America will be the progenitor of that rebirth.}
{236}{prs40a}{The only way for true humans, and democracy, to be safe is to cleanse the mutants from the globe. We humans will take back that which is rightfully ours.}
{237}{prs40b}{The Project will cleanse all the mutants from our fair land - and the rest of the globe. Once again, America will be the world's policeman.}
{240}{prs41}{We found a research facility in operational shape about 70 years ago. A former military base that had been used to research a special virus.}
{242}{prs42}{Yes, the F.E.V. virus. It was originally developed to turn soldiers into super-warriors but it failed. The warriors were tough and strong, but far too stupid. However, our brilliant Chemical Corps altered it.}
{244}{prs43}{To turn it into a staggeringly effective killer. Any humanoid that isn't inoculated against its effects before its release, will die. That is the Project.}
{246}{prs43a}{No, no. That's humanity's last, best, hope. That's what we've been working towards all these years.}
{248}{prs44}{We've run short of certain critical chemicals. We can get them from the drug labs of New Reno. If the mutant-mobsters use our guns to kill each other, just saves us the trouble.}
[...]
{280}{prs57}{Very moving. But the radical changes your villagers and other mutants show is a far cry from the gradual changes of natural evolution. }
{281}{player}{Maybe we're changing into a better version of the human race. Did you ever think of that?}
{282}{prs58}{Very possible, indeed. In which case, our mission is even more vital to the survival of the human race. }
{291}{prs61}{So what? If your kind is allowed to flourish it'll mean the end of the human race as we know it. We can't allow radioactive freaks to squeeze humans into extinction.}
{293}{prs62}{Not at all. Look to the future. Sure muties and men could get along for a while, but before you know it, the numeric pressure of your kind would tell. No, a line must be drawn in the sand - the buck stops here.}
{298}{prs64}{I assure you, I'm quite sane, as is everyone on the Project. We're dedicated to the salvation of the human race. You can call single-minded dedication to a cause madness, I suppose, but if so, it's divine madness.}
{302}{prs65}{I don't think this tired old planet's big enough for two top dogs. If it's us or you. Well, I'm going to choose us.}
{304}{prs66}{As the embodiment of the executive branch, I bear the burden of ensuring the survival and prosperity of the United States and of humanity itself. A heavy burden and yet if it means the return of the earth to our children and to their children, I bear it gladly.}
{149}{Mast17}{But it cannot be. This would mean that all my work has been for
nothing. Everything that I have tried to . . . a failure! It can't be.
Be. Be. Be.}
{153}{Mast19}{I . . . don't think that I can continue. Continue? To have done the
things I have done in the name of progress and healing. It was
madness. I can see that now. Madness. Madness? There is no hope.
Leave now, leave while you still have hope . . .}
Of course. Behavior in vaults was highly adhocratic, with no organizational structure whatsoever and no need for maintenance and management. They all looked and acted the same because of the carefree social environment they lived in and power division such as Vault Overseers, Lieutenants, and other enforcers were non-existant, and not because of the stressful procedures to keep everything tight and under control because otherwise the whole Vault infrastructure would collapse and lose it's meaning.Gragt said:That's a bit different from bureaucracy. Even early civilisations like Ancient China had bureaucracy but it emerged because the task of administering such a huge territory required it. Vaults, the way they are created, do not really require excessive bureaucracy especially the kind shown in Fallout 2.
{119}{Over_10}{We've debated this before. You ought to know now, after being out
there! You think the rest of us could survive that?
Besides, I'd be out of a job! I'm management! It's not like I know how to
do anything useful!}
{161}{Over_33}{You saved the Vault. You should be proud. But now, we need your
report. We'll get it from you in the library. Please go there now.}
{239}{Over_76}{Keep looking for a replacement chip. It's the only way we can
maintain our independence and the security that comes with our seclusion.}
Yes, Apprentices, Scholars, Knights, Paladins, Elders; also, restricted access to Power Armor; countless databases, archives, and holodisks; procedural missions (the Glow, the Mutant threat, skirmishes against the Vipers); regulated equipment distribution; training routines; council meetings; lots of management (equipment, technology, research, base maintenance). Sounds like they were a really disorganized bunch, and had no need for rules and standardized processes. No sir, none of that.Gragt said:I do not really see the BoS as complex, it's actually quite a simple hierarchy, and it's all they need for their purposes.
Some guys outside get sad if one or the other gets killed in the Kung-Fu sidequest. Big deal. And by central I guess you mean the fight takes place on the center of the map, right?Gragt said:The Dragon and Lo Pan have quite an impact on the town and are pretty much central to the area.
Hubologists have a big area. So?1eyedking said:But they are still present and have quite a large compound.
Yes, let us forget that filthy Gizmo from Fallout 1. No sir, he was no mobster. You put your mouse on him and the tooltip displayed "Gizmo", so that must've meant he didn't run any illegal operations at all, since otherwise we would have gotten "Gangster" or "Crime Lord" or something like that.1eyedking said:[Mobsters] don't really fit the setting.
A couple of funny quotes here and there, some enslavement, and pretty much nothing else. It's clear their primitive ways played an important role in the whole of the game1eyedking said:Many NPC will mention the fact that your character is a tribal, and you can also play with this yourself. There are also slavers in The Den or NCR, dealing in tribals. You can even recruit one in Klamath and that might also get some mentions from some NPC.
I won't bother with this. Travelling through air and water doesn't sound as crazy as LCD screens and 80000 megaton explosions. Ever read those dumb magazines that said that by the 21st century we would be living on Mars and the Earth would be a smoldering hole of pollution with people wearing gas-masks all the time?Gragt said:Ever read Jules Verne? There was a lot of anticipation in his work, and they often appear deliciously dated, but he still wrote of travels in space, air and water in ways that aren't completely silly considering our current technologies. Even someone like Leibnitz wrote many documents that predated the creation of the computer by a few centuries but were close to the actual concepts some scientists worked on later. It's something of the human nature to anticipate. And then you have great minds like Cleveland Mark Blakemore who can predict future events with terrific accuracy.
Yes, the very same people that built wells, clay houses, and could produce poison antidotes. Clearly, stuff like what you've mentioned wasn't for color.Gragt said:The people who forgot about basic agricultural concepts like crop rotation and worshipped a local divinity called Dharma?
Hands off my monocle. I've just had it polished.1eyedking said:OK, enough of this moronic pseudo-intellectual crap, it's time to kick some monoclian ass.
Sander said:No, he said he didn't want to work on a Fallout 2 at that point in time, and he said that Planescape: Torment had a pretty linear story and put you in the place of a certain character but was otherwise completely awesome. Which it did.
Sounds clear enough to me, son.Tim Cain said:But when we were done with Fallout, I was kind of tired of that genre. I didn't want to do Fallout 2.
[...]
I liked Planescape: Torment a lot, but the biggest complaint I gave Chris Avellone, even before it shipped, was I really hate the fact that you're giving me just one person, and I can't play anything else.
Someone just asked me recently why I don't like what they call the "Eastern-style" of RPG, like Final Fantasy . And I think that was one of my biggest complaints. I feel too constrained. To be given a character and play it the way the designers expected me to play through.
That's a good statement, but what I was trying to point was that developers are humans and can lie or hide facts during their interviews.There's also a significant difference between a game designer commenting on stuff he himself did (and when he's critical of it you can be extremely sure he means it), and a game designer commenting on the work of another game designer.
Effectively, Tim Cain didn't say much about Fallout 3 other than "it's a cool game".
And the rusty freighter. Meh. I don't see them completely out of place because they're world stuff that would have been there, and it's not like the Space Shuttle is functional and not a nod at Hubbard's philosophy.That still doesn't mean that Kung Fu Battles (or basically all of San Francisco. Fuck San Francisco) fit the setting. And no, they don't just serve a minor role in San Francisco. They are the focal point of the main area.
And the other shit in San Francisco is even worse. Hubologists and a Space Shuttle? Are you kidding me?
New Reno isn't prosperous. I don't know where did you get that crazy idea, it's just a backwater city full of prostitution, delinquency and vice. And as far as I know there are a lot of caravans moving around the wastes, and it's not like the Mordinos wouldn't trade their drugs with other non-mentioned locales and farms. I mean, wouldn't you sometimes find farms when stopping in the middle of nowhere in the world map? It's not like the big green circle locations are the only places with people, you know.And no, actually, they didn't manage to provide a sound economical system in which New Reno would have been able to rise up and prosper in an environment with very limited travelling, no explanation for where they get their food or resources, or how slinging drugs makes you the richest man alive in a world where people have trouble getting food.
This can be debunked by pointing you to Gizmo in Fallout 1, the 80 years deal, and what I and others have said before.Yes, some of this can be assumed to be done behind the scenes. Most of it, however, simply doesn't fit. And although New Reno was a lot of fun, it fit Fallout neither stylistically, thematically or logically.