Bombs didn't fall there no, but it is radiated. The desert in Fallout isn't filled with crates either you know.
Er...I was saying that as a positive thing, not a criticism: I like that there are places that have been touched by decay over nuclear war. First time I heard about Point Lookout I was like "hey, not a bad idea", up until I heard more details.
I didn't find the stuff in PL foreign. Hillbillies fit in to any wasteland setting and tribals felt like a F2 reference.
The tribals were a terrible idea in Fallout 2 and they still are now. And how in Frith's name do hillbillies fit in the wasteland setting?
But even if the content is lacking, compare the pricetag of F3 to that of other games that was developed in a shorter timespan, with less resources, and offer just a few hours of gameplay, and you might agree that there's a problem, and if we want theese kind of games, that problem needs to be solved in one way to another.
Are you honestly saying Fallout 3 did not make a profit by itself? Because if so, I have news for you: it did, and these DLCs are just printing money.
Yes, making a complex game is inherently less profitable to making a simple game. How are DLCs the solution to that? DLCs exist as money-pumps for both complex games and simple games, so they do not change the balance from a profit perspective at all.
Besides: yes, there are fundamental problems with pricing of video-games. Is the solution to those problems really to make more fundamentally mispriced products?
Then we have an artistic disagreement. Computers have the capacity to offer a 4th artform, that offers interactivity over story, audio, visuals, and I love when developers take that seriously.
Interactivity is not defined by gameplay how, exactly?
Having said that, as someone who have played pnp rpg's at least once per month for the past 23 years, First-Person offers a better Pen and Paper emulation than isometric turnbased. If you are more concerned with being a character in a different world, than you are with crunchy numbers that is.
Perspective, in my personal opinion, is irrelevant. A matter of preference. Especially now that making different perspective in a single game has become more easy. I still love the way RoA, another PnP emulator, approached it: FP for exploration, isometric for combat.
Do you realize that F3 was a financial success?
How is that relevant to what I'm saying?
What I do is that I draw connections in my mind based on what I remember from the earlier games, which is based on my unique cognitive patterns, just like you do when you say that there are none at all. That's not a perfect science. The truth in the end is that there are plenty of references in F3 to F1/2 gameplay, and there are also plenty of changes.
You're being facetious. "Oh look, I use my mouse and keyboard to control the game, and look at the screen to get my feedback, just like the earlier games!" It's easy enough to wrestle down the validity of any argument by taking it in extremis like that.
I'm not saying Fallout 3 is completely divorced from Fallout 1/2. The quest design in particular is spot on. Dialogue trees follow similar paths. SPECIAL is there, if reformed in such a way as to change it completely, as should be obvious to you as a PnPer (Fallout's SPECIAL is a characteristic-based system, Fallout 3's SPECIAL is skill-based).
But you do raise an interesting issue. How many changes are too much? TB to RT is fundamental, but is it alone too much? Depends, combat was never the focus of Fallout anyway...I think the biggest warning sign on Fallout 3 is not in one big wallop of a change, I think it is in an overall different approach. Fallout 3 is an action-RPG, Fallout 1/2 are pen-and-paper emulating RPGs. It's funny how people think the tag "RPG" means they're related, but RPG doesn't tell you much about fundamental differences. I'd say Fallout 3, with its focus on exploration, twitchy combat, consequence-avoiding-through-level-scaling, takes a different approach to the genre than Fallout 1 did, with its TB combat and focus on choice and consequence.
It certainly is something that can be argued about, tho'. And that's cool. Just realise that up until now I've not been arguing about whether or not the gradation of change is too much, I've been arguing for the supposition that fundamental gameplay change vs gameplay evolving is a key value in analysing the worthiness of sequels. I don't mind if people disagree with me that Fallout 3 missed the mark on Fallout 1/2's core gameplay, if they can logically argue it (I'm not too fond of your argument, though, which basically boils down to "everything is subjective anyway", a bit of an argument-killer, and I hate post-modernism in general), but I do find it odd when people are forcibly arguing that this
doesn't matter on any level, which is the crux of what I've been arguing against in this thread.
Clearly separate arguments. Keep that in mind. One tends to get confused.