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[MEGATHREAD] Fallout 4 || Contraption, Vault-Tec, Nuka World

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Doughboy:

oh my god we get it give it a rest

Cybersix:


--- Quote from: Rally on December 19, 2015, 12:23:29 PM ---New Vegas' story was basically "you wake up and must kill". Like I don't get it. Why do you have to kill everybody, that's stupid and unrealistic.

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Someone wasn't paying attention.

Mister Cheese:


--- Quote from: Doughboy on December 19, 2015, 12:54:52 PM ---oh my god we get it give it a rest

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Rally:


--- Quote from: Lord Tony® on December 19, 2015, 12:43:33 PM ---Um, you can beat the game without killing a single person.

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I can make a game like that too. It's called "watching paint dry". You ever played Goat Simulator?  Stupid stuff like this doesn't make it a good game. If the story requires literally 0 characters, then the story might as well have no characters. Somebody might be able to make it work, but most of the time it probably just sucks. Wouldn't expect much out of a story that starts with an amnesiac character, however.

Since you somehow misinterpreted it, "Why do you have to kill everybody" wasn't a question geared toward NV, it was geared towards you.


--- Quote from: Lord Tony® on December 19, 2015, 12:48:52 PM ---I already did all this "look for your family" bullstuff in Fallout 3. It's the exact same story all over again in 4.

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I'm not sure what this has to do with the post you quoted, but whatever. You've posted the 1 = son 0 = dad thing like 3 times now. You're not a genius for figuring this out. Fallout's 3 story made no sense, I'll give you that, but at the same time it was so vastly different from Fallout 4's story line they're hard to compare. In one your father leaves the vault you grew up in to save the world. In the other your son is kidnapped and your wife is shot after you're cryogenically frozen. Not gonna spoil anything, but the outcomes are also incredibly different. I feel like you're just simplifying it on purpose to make it easier to bitch about.

IkeTheGeneric:


--- Quote from: Lord Tony® on December 18, 2015, 03:17:58 PM ---Every rule book in DnD discourages Dungeon Masters of making characters unable to die for such reasons.

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In this case D&D campaigns are set up in such a way that the world interacts with itself way easier than a videogame

The simplest answer is that it's really hard to set up important NPCs that aren't essential and then creating a workaround if they player for some reason kills an NPC. It's hard but it's worth it just to make the world more immersive.

The problem is that this has been a habit of Bethesda for awhile. Morrowind is the outlier because the system they used (telling you that you just killed an essential NPC) wouldn't exactly make sense in a non-prophecy setting

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