Dialog wheel.... Far Cry 4 as a shooter is better. Has more cool weapons like the .700 nitro double barrel and has cool vehicles. But IMO the best Far Cry is FC2.
I just meant in a game genre sense, since you said FO4 is not an RPG. I agree, it's a Far Cry game with more dialog and some faction play. Oh and loot I guess, but I've never been Mr. Loot. As for gunplay for sure Far Cry 2 3 (haven't played 4 or 5 yet) is better. I also very much enjoyed Far Cry 3's stealth aspect when taking over outposts.
Fallout 4 not only got rid not only of ALL rpg elements but ALSO of cool gun mechanics. All cool classy guns like the .45-70 lever action to the cool ammo like dragon breath fully automatic 12 gauge and explosive .50 BMG rounds got removed.
Radiant quests were brought back from Daggerfall and they are a great method of generating replayable filler grade content.Gee, I really can't wait to play some more radiant generated quests.
Wasn't FO76 the part where they burned they dick badly?Fallout 76 showed pretty definitely that they want to be EA, and as long as they keep making money they're not going to diverge from their current path.
Reason #391 as to why "open world" games are garbageRadiant quests were brought back from Daggerfall and they are a great method of generating replayable filler grade content.
Yes, "filler" is usually peiorative but you can't expect every single quest to be PS:T main story (and not just because it's Bethesda </obvious_joke> ), some variation is good and, especially in an open world game, it's just not feasible. Radiant quests are just a procedural generation technique and procedural generation in general is just a labour saving one. Labour saving techniques are of paramount importance in open world games where quantity is a quality of it's own and Bethesda actually happens to know that.
You don't want your devs working on repetitive filler. You want one and done approach to it.
Why the fuck are you posting in an open world thread then?Reason #391 as to why "open world" games are garbageRadiant quests were brought back from Daggerfall and they are a great method of generating replayable filler grade content.
Yes, "filler" is usually peiorative but you can't expect every single quest to be PS:T main story (and not just because it's Bethesda </obvious_joke> ), some variation is good and, especially in an open world game, it's just not feasible. Radiant quests are just a procedural generation technique and procedural generation in general is just a labour saving one. Labour saving techniques are of paramount importance in open world games where quantity is a quality of it's own and Bethesda actually happens to know that.
You don't want your devs working on repetitive filler. You want one and done approach to it.
did you ever consider that's on purpose?I'd be a lot more forgiving of Bethesda's radiant quests if their hand-crafted ones were any good. I've run into a lot of people who couldn't tell the difference because 95% of the quests are "clear this dungeon, grab the item, report back to me for a boring reward".
new engine
Gee, I really can't wait to play some more radiant generated quests.
He's a decent guy, at least in the Wh40k YT community.arch warhammer sounds like a fucking dipshit
Radiant quests were brought back from Daggerfall and they are a great method of generating replayable filler grade content.Gee, I really can't wait to play some more radiant generated quests.
Yes, "filler" is usually peiorative but you can't expect every single quest to be PS:T main story (and not just because it's Bethesda </obvious_joke> ), some variation is good and, especially in an open world game, it's just not feasible. Radiant quests are just a procedural generation technique and procedural generation in general is just a labour saving one. Labour saving techniques are of paramount importance in open world games where quantity is a quality of it's own and Bethesda actually happens to know that.
You don't want your devs working on repetitive filler. You want one and done approach to it.
i just mean his voiceHe's a decent guy, at least in the Wh40k YT community.arch warhammer sounds like a fucking dipshit
Reason #391 as to why "open world" games are garbage
SF sells way worse than fantasy, whether it's games, movies or literature. Always have always will.
SF sells way worse than fantasy, whether it's games, movies or literature. Always have always will.
Yeah, fantasy has sure sold much better than that small nothing properties called Star Wars, Avatar and Avengers.
Radiant quests were brought back from Daggerfall and they are a great method of generating replayable filler grade content.
Yes, "filler" is usually peiorative but you can't expect every single quest to be PS:T main story (and not just because it's Bethesda </obvious_joke> ), some variation is good and, especially in an open world game, it's just not feasible. Radiant quests are just a procedural generation technique and procedural generation in general is just a labour saving one. Labour saving techniques are of paramount importance in open world games where quantity is a quality of it's own and Bethesda actually happens to know that.
You don't want your devs working on repetitive filler. You want one and done approach to it.
And that's a pretty great illustration how you can use procedural quests for significant incline.I guess the devil is in the details, or rather execution.
For example, there was one mod for Skyrim which affected the Companions fighters guild, in a way that you had to do X Radiant Quests before even getting access to start the "storyline" ones.
It greatly improved that part of Skyrim, despite making it more dependent on Radiant quests, because:
(...)
Yeah, but Companions radiant quests you mention are also just vanilla Skyrim quests. They weren't added by mod, the mod merely makes them more important to guild progression and fixes serious pacing issues by that.3) Those quests themselves were quite varied - beating up someone in a fistfight, hunting, killing an animal that broke into some farm, or rescuing a citizen kidnapped by bandits. And they also made sense in the context of the work you're supposed to be doing.
By contrast, the most prevalent Skyrim Radiant quest consisted of being sent to a random dungeon, in order to collect a random item that is always in a boss chest at the end of the dungeon, near that hidden secret passage conveniently located near the exit. That is all regardless of whoever gave this quest and whichever the pretext was.
So I agree that in open world, such filler can be beneficial, because not everything can or has to be epic and unique. But it has to work within its context as a filler, as either day-to-day "mundane" activities or happenings, or chores within the context of some organization, and certainly not for the filler to be interchangeable in its entire quest design and structure with "normal" quests associated with unique characters.
Avatard is kind of two very different things in a single package:SW is fantasy. Knights, swords and magic in space. And cartoons are cartoons, hero power fantasies. Not proper SF.
But yeah, SF seems to be doing much better in movies than in gaming or literature. Avatar is one example but there are many more. Someone smarter than you would list Alien, Close Encounters, E.T., Back to the Future, Terminator, Predator, Jurassic Park, Independence Day or Matrix - all bonafide science-fiction and mainstream blockbuster hits at the same time.
I would say that the crucial part of the definition of an open world is that it can be treated as open system.I think Piranha Bytes games show you can do open world with not only no radiant quests or even super minor bullshit quests (usually), but also without respawning enemies and a firmly designed level progression and cap. Skyrim is obviously bigger budget, and probably has a lot more dungeons and whatnot than even a big PB game, which is the difference. That scale and "walk any direction and find whit to do" aspect is core to the broad appeal of their games. However is it needed for open world games? Is it the best in a quality, not sales, perspective? I'd say no.
arch warhammer sounds like a fucking dipshit
I would say that the crucial part of the definition of an open world is that it can be treated as open system.
That means inability to exhaust it during reasonably normal gameplay.
It can be achieved by world being too big to reasonably explore in full over the course of normal gameplay, respawn mechanics, or more in-depth simulation of world replenishing itself.
If you can literally run out of things to do when playing normally, then it's not an open world game.