Author Topic: FALLOUT 4 TRAILER CONFIRMED  (Read 8452 times)

honestly, the beginning of the game is the meh est part, and I still loved it.
i'll have to get back into the game because well... i bought it. is hardcore mode just a gimmick

skyrim's 'storylines' are made to empower the player, both in a real sense (giving new weapons or abilities or somethin) and in a more abstract sense (if the player is well-immersed)

idk if they're functionally there to deliver a compelling narrative, but at times, it seems like they're supposed to, which is unfortunate considering they aren't extremely compelling in a narrative sense. interesting, i guess, but not compelling

regardless it would be kinda unfitting for skyrim's gameplay style probably or somethin idk it's still a good game
i think though, like, the best storytelling in almost any open world game i've seen is always the non-explicit stuff; coming across a tent and seeing a bloodstain and a dagger sticking out of a piece of paper, and on the paper is an eerie note - that's way more effective than the game just telling you something. i want more games that don't hold your hand. i'm playing games where i shoot people in the face and curse and slice people and talk about drugs - i think i'm mature enough to handle a simple clue. there are so many little stories told in skyrim that are, honestly, so much more interesting than the big ones. Look at Shadow of the Colossus - they give you very little clues as to what you're doing, whether what you're doing is right, and that game is still so compelling.

and also at that, quests are so linear in almost any open world game it doesn't really support the whole "well it is non-linear" argument. Go to A, get B. That's why saints row was so good, cus every quest was so wacky and threw so much new stuff at you that i wanted to play the quests. if i can play linear games with awesome stories, why is it that open world games get a pass? i'll gladly wait for elder scrolls 6 for 5 more years if they focus more on the story.

yeah quest lines in skyrim are linear, but skyrim as a game is non-linear

i say this because you don't really have to do the majority of things to continue moving forward. quests are arbitrary and largely unnecessary, they exist as a vehicle to deliver content and little more. in most zelda games, however, the game has a specific order and continuity that you're required to follow. the game sets the goal posts and moves them, and that's the main difference

i'll have to get back into the game because well... i bought it. is hardcore mode just a gimmick
I think it adds some legit difficulty.

yeah quest lines in skyrim are linear, but skyrim as a game is non-linear

i say this because you don't really have to do the majority of things to continue moving forward. quests are arbitrary and largely unnecessary, they exist as a vehicle to deliver content and little more. in most zelda games, however, the game has a specific order and continuity that you're required to follow. the game sets the goal posts and moves them, and that's the main difference
then they shouldn't have quests at all, if getting rid of em would mean more focus on making the game more non-linear

in my ideal skyrim, i want to forge a mystical sword. well using common sense, i would go to a forgery to ask about magic swords. so i go to the local blacksmith, and he says "i dunno much about magic swords, go ask the court wizard". so you go there, and he says "there's a man in markarth named blah blah, who knows a bunch about that kinda stuff." so you travel to markarth and search around until you find this guys shop, and he says "well i can make you a nice enchanted blade, but it'll cost you. i also have some books you can feel free to look through about such things". so you go to this guys shelf and you're looking through his books and you come across this one text that talks about legendary weapons lost to the ages, and it talks of this ancient cave where one such weapon is guarded. awesome!  so now you know about this badass cave, but you have to find it. the book says it's near falkreath or something. so you go to falkreath and look around or maybe ask the guy at the tavern, and eventually find the cave, go in, and battle it out with some draugr, and then at the end of this cave you get this awesome sword.

now i know this sounds complex and derivative but forget man, i earned that sword! and it's gonna feel so much better than just finding a waypoint. and hey, if i just stumble upon the cave i might not know about the treasure it holds. we should make our own quests, and the game should just give us the pieces to put together, especially in an open world game.


i think that's a quest

ofc it goes back to what skyrim quests are at the core: vehicles for delivering content to the player, rather than vehicles for a compelling narrative. it's what makes the things like daedric collection interesting; they're just things you can do to get awesome stuff. they don't have to tell a big story, they're just fun little diversions to get something worthwhile. that would definitely be a more interesting and more fitting approach, esp if you could figure out how to still deliver whatever minimal narrative you're trying to push with a lore-heavy game

i've dug 5 hours into the game and even modding the thing didn't make it any more enjoyable.
This greatly upsets me because Fallout New Vegas is my favourite game.

i had a really hard time getting into new vegas

idk why. i don't want to say it was the voice acting but that was something that kinda took me out of it

i think that's a quest
it is a quest, but it's not structured as a quest, it allows you to create your own quests based on what you want to do. it's pretty ambitious and im sure far too complex but man, i would have fun with that. when this bandit says there's treasure in the forest, i can choose to get that treasure because i want to. when a bandit tells me there's treasure and then i start a side quest, i'm not obligated to find the treasure in order to complete an arbitrary task, regardless of whether or not i really want that treasure.

i feel like the haunted house quest in markarth is a good example of a cool quest because it gives you a lot of free roam. you hear about this haunted house,and see this priest who asks you if you want to help him. don't want to spoil what happens, but you encounter molag bal after this crazy experience, and he offers you a badass weapon if you help him. now you've got a choice to make for something you want - you want this weapon because you know it's powerful, because it was offered by something of great power, and you have a real moral choice as what to do. if i made this quest, i would've not had the priest by the door, i would've have him at the temple, and you have to seek him out to ask about the house, and then he would ask you to accompany him and say "alright meet me there tonight".

ofc it goes back to what skyrim quests are at the core: vehicles for delivering content to the player, rather than vehicles for a compelling narrative. it's what makes the things like daedric collection interesting; they're just things you can do to get awesome stuff. they don't have to tell a big story, they're just fun little diversions to get something worthwhile. that would definitely be a more interesting and more fitting approach, esp if you could figure out how to still deliver whatever minimal narrative you're trying to push with a lore-heavy game
but even so, despite the fact that daedric artifacts are real cool, i never felt like i respected them. i just got em, i didn't really want to get them. i think a lot of designers assume people want things, and thus if you don't give them what they want easily they won't enjoy their game, and this is true to games that are too difficult, but at the same time i don't want the ebony mail - i just want its effect. but now that i've researched, and sought out this piece of armor, i want it due to the prestige, cus some badass dude wore this armor and now i can wear this armor. it would make things matter more. i dunno.

like what was cool about Smough's hammer in Dark Souls was that Smough totally owned you with this hammer, and the entire level your hearing about how he grinds up peoples bones with this hammer, and nefarious stuff, so when you finally defeat him in this arduous battle and get his hammer you want to use it not just cus it's powerful, but because it has this history around it.

That's why saints row was so good, cus every quest was so wacky and threw so much new stuff at you that i wanted to play the quests
Too bad the new one's quests are just there to introduce you to the minigames :/

i actually don't really like so much freedom on a game
like on skyrim i got bored really really quickly because i just felt like i was wandering around doing absolutely nothing of interest
i mean there were the dungeons
but it was pretty much just walk in, kill everything, find some useless loot and rinse and repeat
and most of them didn't feel very inspired or unique
in open world games i find this tends to happen a lot
fallout wasn't any better, i'd just walk around differently destroyed buildings looting random useless junk and wandering around aimlessly being bored
occasionally i would find an npc and talk to it but i never felt interested in them at all
yeah i dunno
might just be that they're not my cup of tea

Too bad the new one's quests are just there to introduce you to the minigames :/
aw really? that sucks.
i actually don't really like so much freedom on a game
like on skyrim i got bored really really quickly because i just felt like i was wandering around doing absolutely nothing of interest
i mean there were the dungeons
but it was pretty much just walk in, kill everything, find some useless loot and rinse and repeat
and most of them didn't feel very inspired or unique
in open world games i find this tends to happen a lot
fallout wasn't any better, i'd just walk around differently destroyed buildings looting random useless junk and wandering around aimlessly being bored
occasionally i would find an npc and talk to it but i never felt interested in them at all
yeah i dunno
might just be that they're not my cup of tea
i get you, a lot of skyrim does feel a bit cookie cutter.

i feel like for a game that's story driven, either go totally open world or totally linear. i don't like the meandering in the middle. i feel like some games, like DX:HR, get a good balance because there's a linear story, but there's just a handful of pretty well thought out, interesting side quests.

-the forgettable dungeons are only really a problem in oblivion and to an extent FO3. Skyrim and NV did a great job varying up the dungeons.

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ooh nice job showing literally one type of dungeon. GG. Apparently the tower areas in forts are every dungeon

YES, I just hope it won't only be on the "Next-gen" Consoles and they actually not make it so buggy.