Tag Archive for 'Bethesda'

Students Love ‘Fallout,’ Worry Over ‘Fallout 3′

Michael Abbott at The Brainy Gamer has proven why we should be dissatisfied with Bethesda’s upcoming take on the Fallout franchise through the observations of newly initiated.

The Chosen One seeks the Garden of Eden Creation Kit in 'Fallout 2'He handed over Fallout and Fallout 2 to his class of mostly casual gamers, who initially struggled with the decade old world.

“After exiting the vault, they had no idea where to go or what to do. Their movements were limited for no apparent reason; “action points” made no sense; and they died within minutes nearly everywhere they went,” said Abbot.

The students had trouble grasping the SPECIAL system, action points, and the severe dangers of Fallout’s nonlinear world. The game did not coddle its players or hold their hand; it shoved them into a brutal landscape where many areas offered instant and unremitting death to the unwary Vault Dweller.

But those who stuck with the games found the wonderfully engaging experience that lurks under the surface. Abbott posted some of their observations:

What is interesting about the random encounters in the game is that not all of them are hostile encounters. The kind of encounter that is very rare in games is the neutral encounter where you encounter people fighting. You can help either side but even then sometimes they will just turn around and attack you when they beat whoever they were fighting. My favorite way to deal with these encounters is to wait till a few of them die, and then it’s looting corpses time. It’s amazing what kind of nice loot you can find on them. It’s also where I got my first gun.

What effect would the isolation of the vaults have on the society? And what would changed based on the nuclear apocalypse? It would be like taking all the data in the world and deleting random parts. It would cause mass chaos, especially once the original humans (from pre-nuking) die out. Or, alternatively, there could be a safe-haven somewhere. From a developing standpoint, how could that effect the game? Could it?

I just found out that the greeter at the Den tells you to be vewy vewy quiet he is hunting rabbits, and i just stopped and laughed for about fifteen mins.

Abbott’s students got it. The dangers and aimlessness of Fallout absorbed them into that world and the character they played, a Vault Dweller newly emerged into the savage wild. He asked his students what they thought about Bethesda’s Fallout 3, long criticized by the Fallout faithful.

After a long and productive conversation I asked them how they were feeling about Fallout 3. ‘They’re totally gonna screw up that game,’ said one student. ‘They’re gonna say shoot this guy in the eyeball, like they’re giving you all these choices, but you know they’re gonna make it run and gun. You’re gonna be running around blowing stuff up, and all the shooter players are gonna love it. But it won’t be Fallout. I promise you. It won’t be Fallout.’

It remains to be seen whether or not Bethesda’s effort, which comes out next week, will take the same road as its ten-year-old predecessors. The challenging qualities that made Fallout and Fallout 2 so immersive have fallen out of favor, as Iroquois Pliskin commented on his Versus CluClu Land blog.

“While the frequent and arbitrary death, along with the cluelessness, was a pretty intimidating at first, by the end I really came to appreciate the way that these elements work together to make this really unique experience,” commented Pliskin on Abbott’s blog.

“I’m not manically paranoid about the prospect of Bethesda reimagining the game’s mechanics,” Pliskin added. “I hope they don’t lose the basic hostility the original’s setting and mechanics, though. Even though it runs counter to the tendencies of modern design… I think it’s one of the things that makes Fallout unique as a series.”

I don’t see Bethesda creating a game as testing as the original Fallout. Oblivion featured leveled creature lists that made it impossible for the protagonist to face enemies beyond his means to defeat, and dialog rarely influenced the course of the game. That’s how mainstream games are made today, and Bethesda is making Fallout 3 for a mainstream audience.

Yet I also know that the developers can’t help but be influenced by the quality of Fallout and Fallout 2, and I hope they find a way to make a new generation of Vault Dwellers feel like small fish in big ponds filled with piranahs, like they’re lost and alone in a self-destructive and self-depricating world.

‘Fallout 3′ Lacks Mod Support At Launch

In a Joystiq interview from last weekend’s PAX, Bethesda executive producer Todd Howard confirmed that Fallout 3 will not include support for player modifications when it launches on October 28.

“We don’t [have MOD support at launch], we want to but we have our hands so full with getting the game out and getting tools out there that work well for people and with the game is a pretty big undertaking,” Howard said. “We definitely want to do it, but we can’t yet commit to doing it or when it will happen.”

Howard did promise DLC content for Fallout 3 on both the PC and Xbox 360. He also comments on the current console generation and the Fallout legacy in the Joystiq interview.

Bethesda’s last game, Elder Scrolls IV: Oblivion, included a level editing program that enabled a big community of modders who are still expanding on the game’s scope. Player made content such — dungeons, items, characters and quests — has kept Oblivion, and its predecessor Morrowind, alive and kicking long after their release.

‘Fallout 3′ A Modern Flavor For the Cult Classic

The upcoming Fallout 3 can’t be just like the decade old originals, so get over it. But Bethesda, who got rights to the game from worn-down original studio Interplay, looks like they’re doing a good job of adopting everything that made the originals so unforgettable and putting it in a next-generation title.

Some have made a rabble-rousing hubbub over changes to the design. A shift in perspective from isometric to first person or behind the head, unkillable children, and a reduction in party size from four to two have all drawn venomous ire from the franchise’s cult followers.

Fallout 3 definitely looks different than its predecessors, which were rendered in 2D sprites and came out about a decade ago. Even as a big fan of Fallout, I don’t mind the changes and am happy with the new game’s presentation so far.

Fallout 3's protagonist wanders a post-apocalyptic town.

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INTERVIEW: ‘Age of Decadence’ Developer Says Choice Defines RPGs

Iron Tower Studio’s lead developer Vince D. Weller was kind enough to answer some questions about his upcoming tradition-minded RPG “Age of Decadence” in an email interview.

He talks about his own game, the importance of choice and story, and how his studio’s approach to storytelling contrasts with that of big name developers like Bethesda and Oblivion.

Down the Wall: First, could you introduce yourself and your team?

Vince: 5-people team: designer, programmer, artist, modeler, animator. My name is Vince, I’m the designer.

DtW: “Age of Decadence” has a very interesting setting. How did you decide on that?

Vince: We wanted to make something different. High and generic “medieval” fantasy has been done to death and then some. We also wanted to go with a “fall of an empire” scenario for storytelling reasons and the Roman Empire is an obvious choice there, both as an inspiration and as a reference. The rest was influenced by some Michael Moorcock’s works (city of Quarzhasaat) and Lovecraft’s stories.

DtW: What games exemplify the non-linear story that you are going for with “Age of Decadence”? What’s your inspiration?

Vince: Prelude to Darkness, a great indie RPG that nobody’s heard of, and Arcanum, a Troika RPG masterpiece.

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A Great Year for Role-Playing Games in 2008

A feature in Australia’s Gameplayer looks at the state of the Role-Playing Game for 2008. The article includes interviews with many of the genre’s top players and highlights the most promising RPGs of 2008, including Last Remnant, Fallout 3, and Fable 2.

“I would like to insist about the difference between the RPGs of the East, the J-RPGs, and those of the West, such as Elder Scrolls IV: Oblivion,” says Takeahiro Kaminagayoshi, director of Mistwalker’s Lost Odyssey. “In J-RPGs, especially under Sakaguchi-san, emotion is a fundamental part of the game, as well as certain narratives, which are also extremely important to the storyline.”

Todd Howard, executive producer of the proudly Western Fallout 3 at Bethesda, puts it more simply. “We stay away from all the big cut-scene/story-telling stuff, to be honest,” he says. “We’re more fans of the ‘make your own story’ idea.” . . .

But different as they are, both types of RPG are recognizably the same species. They’re big, involved, complicated worlds that support big, complicated storylines — and they are extremely expensive to create. Really, really mind-bogglingly expensive and that’s not just expense in terms of money, but in terms of time, resources and, occasionally, sanity.

The article goes on to discuss differing treatment of story in Western and Japanese RPGs, namely that Japanese games have stories defined by the game makers while Western RPGs allow the player to create his own story. And games from both sides of the world inevitably focus on a hero achieving great heights from humble origins.

Not much to comment on here. Whether you’re into linear games or open worlds, this year promises to be a excellent one for RPG fans, especially on the Xbox 360.

Reflecting on ‘Morrowind’

I stumbled on a fantastic piece of “The Elder Scrolls 3: Morrowind” fan-art whilst browsing the ever-time-consuming DeviantArt and it got me all nostalgic. The picture is titled “Morrowind Days” and drawn by DA user SnowSkadi.

Morrowind Days by SnowSkadi. Click for full-size.

And that about sums the game up. Everything that made “Morrowind” (and “Tribunal”) so utterly fantastic. Sure there were technical problems, things that could have been done better, unbalanced gameplay. But whatever, that’s life. And for every flaw, every inconvenience, there was something so real and lifelike about that world where you would get destroyed if you set one unprepared foot out of Seyda Neen and into that memorable cave of slavers.

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Downloadable Content for BioShock

Ken Levine commented this week on downloadable content for BioShock. As the writer points out, BioShock with it’s very closed narrative is not the first game you’d associate with DLC.

For comparison, Half-Life 2’s episodic DLC works well with that game, extending the story after the cliffhanger ending. BioShock’s conclusion (at least the happy one I saw) tied up all the loose ends and left no room for post-plot antics. Another level just would not fit.

Bethesda has provided DLC for Oblivion since launch, with the final pack coming out next week. As an open-ended world, Oblivion readily facilitates the addition of new content, be it an expansion of the story, a new quest, a new weapon, or a new player house. The story in that game can be tackled at the player’s leisure, so it’s easy to add in a new level.

On the other hand, the Rapture of BioShock is such a tight experience that forces the player to move along a set path but in his own way. You can chose what skills to employ in combat and of course whether to save or harvest the little sisters, but you still run through the same number of levels and end up at the same boss. It’s an excellent way of telling a story, but leaves little leeway for a new level or expansion.

Diablo II, to me, was a great model for an expansion, because it enhanced the original game, but also extended the game, too,” said Levine in an interview with Games for Windows magazine. “I’m not a really big fan of expanding things just by linearly adding to the experience, adding a new campaign, as much as I am of enhancing the original experience and adding replayability to that experience.”

“I think that certainly BioShock’s combat experience is great, but it could be broader. I’m a little more confused as far as how to expand the narrative experience,” he added.

The game is not fully linear, but there’s a definite starting and ending point, and the pacing is perfect. It could only be disrupted by attachments to the narrative. New plasmids though, that’s another story entirely. If they are implemented completely and don’t feel tacked on or useless, such DLC would be a welcome addition.

Story in Open World Games

Gamasutra has a feature on 20 of the best open world games, an unquestionably popular genre with games like the Elder Scrolls and Grand Theft Auto series in its ranks and one with an important approach to story.

Too often does story have a tacked-on feel in these games. In the Metroid and Castlevania games, you fight and explore your way to the boss, be it an alien or vampire. Most fantasy-themed game pit you against some evil overlord, hellspawned or otherwise, and his army of minions. The most ridiculous example of ridiculous plot comes from Blaster Master, in which your frog escapes and you have to find it. This isn’t the rule with open games, but there are few exceptions.

Open world games truly are one of the best places to exercise storylines. Not only can a good story serve as a loose guide through an otherwise daunting world (such as in the Baldur’s Gate series), but a good non-linear story gives background and depth to an otherwise large, liberated and tragically one-dimensional world.

Finding such a title is unfortunately rare, and the games are usually riddled with cliches. Grand Theft Auto’s tales come straight out of gangster flicks. The Gamasutra article mentions terms like “darkness” and “corruption,” “lathered liberally” over games like Metroid Prime 2 and 3.

It’s possible that this is inevitable. Open world games today, especially ones with the scope of Oblivion, require large teams and larger sums of cash, and exploring an unconventional world is a risky move. It’s interesting to compare the originality of setting in Morrowind–with its mushroom towns, terraced stone cities, tribal natives, and strange gods–to the more generic Medieval-fantasy one of Oblivion.