Brother None said:
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?
From an anthropological perspective, civilization reset means a couple of things.
"Hillbillies" or "rednecks" were white, poor settlers in rural areas. The stereotype is that they lost almost all social strings, but kept a least parts of their familys history. This means that they have access to some modern inventions like guns and drugs, but they also fall to an almost feral stage, with violence, inbreeding, cannibalism, defending your territority with excess xenophobia and violence etc.
Tribals is one step further, loosing complete attachment to their history. Much of who we are is based on a accumulation of experience from generation to generation, but humans natural state is no different than what it was thousands of years ago. If you completely loose attachment to history, progress and technology, you go back to the roots, which means tribal culture, probably with excess superstition, shamanism etc.
In a post-apocalyptic world, both makes complete sense.
Brother None said:
Are you honestly saying Fallout 3 did not make a profit by itself?
No. I said that F3 lacks content, the neccessary cut to be able to make the game in time. It could also have been like Gothic 3, with more content but too many bugs since the cut was made on QA. This is pretty much the reality today; something have to be cut to get the game done. The question is what.
Since content (and balance) got the axe in F3, being able to pay a bit more to "get it done" is a good idea. I do not see that as a "money-pump", but a chance to complete the game to it's potential. There are plenty of games that could have taken new and great directions in the past, but were given maybe a patch or two and then left static forever. There are mod communities, but they are rarely able to deliver the kind of content that a professional developer can. I would have loved to see some more quests in games like KOTOR, Bloodlines, Wizardry 8, Arcanum etc.
Of course, there's the option of making a whole expansion, but expansions is an expensive matter and doesn't allow for mistakes and experimentation that theese DLC's does, and they need to be much larger, usually like a complete game. Some games got 1 expansions, and that's usually it. In F3 the quality of the DLC have gone up a lot since the first one was made. Anchorage felt pointless. The Pitt was better but felt too small. Broken Steel added a lot to the game, and Point Lookout manages to challenge the original game in quality. If this is how it will be for RPG's in the future, count me in.
Brother None said:
Interactivity is not defined by gameplay how, exactly?
Gameplay is just part of the picture, but not neccessary the whole picture, meaning that you can make a related sequel while keeping none of the gameplay, just like you can make a related sequel while keeping none of the story.
You can argue that they should have done what many recent sequels did; simply calling the game "Fallout", forgetting the past completely. To me, the "3" is a reference to the games heritage more than a "sequel". A real "sequel" to a 10 year old product is nothing I would recommend and that counts for both games and movies. I prefer the "3" there compared to just keeping the recycled title while completely changing the game and acting like no previous games exist (like TUROK). Also, Fallout 3 have more in common with Fallout 2 than Far Cry 2 had to Far Cry 1.
Had Fallout 3 been called "Fallout: Washington DC", it would quickly be renamed "Fallout", and the reference to it's history would be forgotten. Now when you see the game you have to ask "What about Fallout 1 and 2?". Who knows, maybe there are even gamers who decided to try the old games out, or ask old gamers what "Fallout 1/2" was about, ressurecting an old franchise rather than just exploiting the name. The "3" makes people talk, and that's important. I have already been asked by several if I played Red Faction yet. And I go like "Yeah, I actually played Red Faction and Red Faction 2 a year ago" and they go like "duh, it was released this year". When they say Red Faction they mean Red Faction 3, but it's called Red Faction: Guerilla, so now it's "Red Faction" again.
Brother None said:
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).
F3 fails to utilize the SPECIAL system, meaning replaying the game with a different type of character was pointless. This is one of the games weakness as far as I concern, and I hope Las Vegas will make a better job.
Brother None said:
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.
I would say that the Fallout series were heavy on combat, much of it random encounters which I found annoying even back then. Interestingly there was an attractive skill to take just to spare you the hassle... But I know what you are getting at.
Thing is, the idea of choice and consequence got lost ages ago. It was a popular theme back around y2k, but I have barely seen any RPG bothering about it since. Bioware promoted their games with "choice" as a feature, but what they did was that they begun offering a clearcut black or white option. Games such as fable follow the same bandwagon that make any moral philosopher cry. Such design have nothing to do with morality or choice in my book. Troika had actual choices and real dialogue in their games, but it's now 4 years ago they broke down. Obsidian's Mask of the Betrayer was great though, but that feels like an exception in a market that have deevolved during the latest 10 or so years.
Interestingly, I would say that Fallout 3 is the first mainstream game in ages that really have choices that isn't black or white. Sure, there are some outright "evil" options in F3, but there are also plenty in the grey field. So I wouldn't judge perhaps the only game for many years that have actual choices/consequence as a "game without choice/consequence", just because it doesn't have as much choice/consequence as a +10 year old game. Can things get better? Yes it can, but I won't deny that there are choices in F3.
When developing F2 they could put their entire focus on that form of gameplay since the engines were easier to make, but it was notorious for it's humongous amount of bugs at it's release.
Brother None said:
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.
After my recent education it's almost impossible to leave out psychology, and if I analyse this discussion, my conclusion is this: unless one of us write a serious article on a large, respected game website with a lot of influence, this discussion is pretty much two geeks speaking nostalgia. I'm not much into post modernism myself, but sometimes I try to remind myself to not take games too seriously.