I'll play devil's advocate with Andrew Popov's comments about Fallout 2 (since I worked on it), and critique it using the points from Stage 1. Here are the flaws with the game's story. This was our fault, and I've been guilty of all the sins mentioned below, so I'm not criticizing anyone:
- Player Doesn't Give a Shit: The initial character motivation (which goes almost until 75%-90% of the way through the game) fails the "Why Should the Player Give a Shit?" test. Fallout 2 assumes you care about Arroyo enough to find the GECK. The "hunt for the McGuffin" aspect of it aside, the initial motivation is flawed, depending on how the player wants to play, which is pretty contrary to the Fallout genre. Granted, you can say "screw the GECK," but there is no evil end-game reward for doing so (our fault.)
Not until the appearance (and the revelation of the motivation) of the Enclave very, very late in the game are you placed in danger, which is where the player's motivation starts to get on the right track. Why does the player give a shit about the Enclave? Because they want to kill the player. Granted, it sucks that they don't want to kill you in particular (which fails the player-centric test) - you're just one of a bunch of other people they want to kill. Still, it's clear why the player should care about stomping them into the ground.
RPGVault have posted their second part of the RPG Roundtable, this time around good, old MCA is a part and several other developers (from Phase Exodus, The Fall etc..).
This time around they are talking about storytelling, they talk some about Fallout 2 and it's quests/storytelling..
Link: RPG Roundtable Part 2
Well I want to introduce our latest subdomain, this one is called Vault Dwellers Homepage and I'm sure most of you have heard about that site earlier. We'd like to welcome Kaczor and his website to the NMA family!
Link: Vault Dwellers Homepage
Interplay regular Darque inquired how Van Buren would handle text messages over at the BiS feedback forum. The basic problem with Fallout 1 and 2 was that the constant text in the text box (like "You see: a box" when you scrolled over the box) meant you missed the essential messages.
I'd prefer it if the name of the entity just appeared above it when you moused over the entity in question. Then put any "look" or "examine" text in the feedback window.
We're also already using different colored text for feedback messages. Red text if you need to have a certain item equipped to perform an action, green text on success, white text for normal "hey, this happened" text, etc.
You left it too late, ladies... sorry to break it to you like this, but the one-and-only Killzig is getting hitched today! YOU SNOOZE YOU LOSE, SUCKERS!
Andy and Angie, from all of us here at DAC, congratulations on finally tying the knot! We wish you the very, very best in the future, and hope all of your days together are filled with a never-ending supply of love and laughter (and, of course, hot and steamy monkey-sex).
Well done guys! Have a good one!
All the best for the newly weds from the staff at NMA
Journalists are supposed to be objective, but the departure of J.E. Sawyer from Black Isle Studios got this reporter downright depressed. It wasn't just that J.E. was one of the more talented and interesting figures in the development game. (By "interesting" I mean slightly nuts, like most top-quality creative types are.) More importantly, the speed of his departure points to something going very wrong behind the scenes of "Van Buren," the official code name for Fallout 3.
Anybody who's perused the Interplay forums recently knows the studio is in trouble. Its forthcoming Dungeons & Dragons title, code-named "Jefferson," was canned earlier this year, reportedly a casualty of a legal tangle with Atari. A host of top-quality talent has fled the studio, including legendary producer Feargus Urqhart. Even worse, Black Isle's parent, Interplay, is hemorrhaging money, having lost over $20 million so far this year.
Black Isle Studios redirected our inquiries to its helpful PR rep.
With Black Isle's bank account and staff shrinking at an alarming rate, there's more than a small chance that Fallout 3 will never make it to a PC near you. For me, that would be a personal tragedy.
It all goes back to announcing too soon. Let's say, for example ONLY, that we announce tomorrow, but the game won't ship for at least another year or so. The big buzz that came with the announcement would simmer down to a light fizz by the time the game is ready for release. Most people might not even care by then. Announcing is all about timing. Usually, most developers like to announce within six months of release so the fires stay hot throughout the whole six months. This gives plenty of time for magazine previews, online designer diaries, screenhot exclusives, etc. Valve had the right idea when they announced, and if it weren't for the pinheads who stole the source code, the game would have shipped six months after announement - while the fires were still hot about HL2.
Bottom line; if we want to make an announcement, we want to do it with great stuff to show and not keep the fans waiting for months on end for shipment.
Well the game production goes on and it`s starting to look really good, that i can tell you guys and girls.
The work over The Fall has lasted for almost 2 years. But we will have to wait for about 3 or 4 months more, until the game will be finished. Excellent story, perceptible post apocalyptic climate and splendid RPG rules, make us hope that after Gothic 2
another super cRPG will come from Germany. Most of all we've liked the "freedom" that player has and really living world in the game. For almost all quests or fights there are accessible several solutions. Villages and cities are full of NPC living with their own day plan and expressing unique dialogues. If someone has liked Gothic 2, Fallout or generally other cRPG game, then he won't pass indifferently beside this title.
If you speak Portuguese and like everything Fallout related go and check the Brazilan Fallout fan site FalloutResources , they have a new layout and new sections. It`s a great place for everything P&P; and to find info on the Fallout games.
Thanks Duccini for the heads up.
Camera control in VB seems pretty intuitive to me in its current state. It's easy to pan around or rotate as needed. I tend to mostly pan, and only have to rotate once in a while. Often, I rotate just because I can and I want to see what something looks like from another angle.
The Fall is a story-based party CRPG in a post-apocalyptic setting. The developers cite obvious influences like Fallout but are also aiming to have a living world like Gothic and the tactical combat Jagged Alliance 2. With ambitious goals like these, let's see what this title has to offer.[...]
With features like 1000 unique NPCs, 300 items and over 60 weapons plus more than 3000 pages of story, quests and dialogue, The Fall has the potential to appeal to more than just Fallout fans looking for something new.
An Add-on is already being planned which will add co-operative multiplayer and include the editor tools. Look for The Fall to be released towards the end of Q1, 2004.
You can read the rest here, thanks for the heads up Dhruin.
According to several websites quoted on DAC and this piece on the Adrenaline Vault it seems FOBOS release date has been delayed until next year.
We were waiting for it to be released during the next decade, but life isn`t perfect.
Something like this is what's in the game. So using guns that use a higher volume of ammo may end up hitting a target in the legs, torso, and arms, or the torso, head, and arms, and eyes, or ... and so on, and on. This gives bursts a better chance to cause the same effects that called shots do, you just don't get to choose which areas/effects are hit.
In FO1 & 2 there was a chance that an unaimed shot could hit a leg, arm, eye, etc. This was usually the result of a critical hit, sometimes it just happened to hit "there." In burst weapons, as Bri stated, since bullets are flying all over the place, the odds of hitting a random appendage or eye, etc., increased without having to have a critical.
Yup, there are more screenshots and a movie of Nadia (this time at GamersHell), the screenshots are bad and the movie is worse. They're still playing the sex trick to sell this game and quite frankly, the movie doesn't show any good graphics in the gameplay.
Link: Screenies@GamersHell and Nadia movie@GamersHell
The story is kind of a classic: in the year 2002 one of the greater countries fired a handful of rockets, which could carry nuclear weapons. Later, the self-defense procedures recommended counter-strike.A standard apocalyptic scheme. The truth about war was made classified, except one small detail: your parents had their own part in the beginning of war...
The size of the world hasn't been settled yet. The technical solution has to ensure the possibility of creating of freely large world, depending on gatherings of places - locations (solid and "drifting") and the areas among them, generated only on the player's wish. The world will be surely placed in the best place being useful for such an actions, and that's - Central Europe, and more exactly on area of Poland and her borders.
One of the most interesting ideas is to give the player the opportunity to choose the places where the bombs should fall. It will allow you to create a unique world every time you start a new game.
You can see the rest here, thanks Kaczor for the heads up.
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