Bethesda not making an open world game? That does not compute.
^ that’s an overall issue with both Fallout and the TES games. The world is sized to be interesting and not involve too much walking lie seeming big, but it doesn’t take long to start feeling small and ridiculously busy.
Or maybe I’m the only one who doesn’t do any quests and just dissappears into the wilds the instant I’m allowed to.
You misunderstand. That’s also how I play TES and Fallout; I’m just saying that the worlds sometimes feel overly busy and populated and dense in a way that’s at odds with the atmosphere and setting. Fallout 3 felt like the capitol wasteland is more densely populated after the war than it was before. In skyrim, you can’t go 50 feet down a road without being attacked by a bear or dragon or Mages or bandits; hardly the vast, untouched wilderness it feels like it should be.
Oh I see what you are saying then, so rather than get rid of the open-worldness, you want them to add a bunch of filler landscape? (Which I totally would be cool with actually)
I was gonna say. The chances of it happening are next to none, which is why I’m still a bit pissy Bethesda got their hands on Fallout in the first place.
I really don’t mean that they should remove any notion of exploration and railroad you into a more linear game. All I’m saying is that I don’t think every single corner of the game needs to be a fully realised 3D environment, where you can walk between locations and see every step of the way.
You could have the same amount of space and the same amount of wandering about, simply cut up into more self-contained sections, with more space implied to exist between these locations.
Or, basically, how they did it in the first two games.
They more or less did this with the DLC, which didn’t seem to bother anyone, and considering how there’s a fast travelling system anyway I don’t see why it couldn’t be done for the full game.
If it does come down the fully realised world, they should probably rather concentrate on a smaller area, such as within a single city, that they should proceed to flesh out a lot more.
It would also be nice if Bethesda decided to make a released product that didn’t rely on the paying public to iron out the bugs.
^ This all the way! I remember that it took them a year to patch Skyrim to playability…
Don’t think that they will learn before their next game though… OR, for that matter, EVER…
With the new consoles they have zero excuses to make bad ports.
Just as long as it’s not like the filler landscape in Oblivion. It looked pretty, but it felt too empty.
Then again, as a post-apocalyptic game, that might work.
I actually don’t like fast-traveling in Fallout games all that much. Takes me out of the experience. So I don’t do it.
I wouldn’t want it to be mandatory.
I don’t like fast traveling either although sometimes it helps when you don’t have a ton of time.
I’d like to see them overhaul the fast travel system, whether it be like Daggerfall where you can travel cautiously but it takes longer, or recklessly and there can be random encounters along the way - or better yet make the fast travel like Fallout 1 and 2, where clicking on a point in the map makes your little red cursor start moving towards the destination, and you can be dropped out of it for any random encounters you come across (points of interest, hostile creatures)
This would make fast travel a hell of a lot more fun, and it would keep the survival aspect in it too.
I remember reading a post on some forum about the fast travel system. The guy was pissed off at fast travel and wanted Bethesda to remove it because it “destroyed” the experience of exploring. I mean, geez! Don’t use it if you don’t like it.
I rarely use the fast travel. First time I played New Vegas(Which was my first bethesda/obsidian game), I didn’t realize it existed before my friend told me. By then I had done most quests in the main game.
I had a bug in one of my skyrim saves related to fast traveling, probably caused of switching mods back and forth for testing. When I hadn’t fast traveled for a while and then did, a number of NPC and creatures spawned next to me, often slaughtering the whole town. I noticed that the number depended on time past. Fast traveling right after I killed them didn’t spawn any, but not doing it for hours caused more and more to spawn. Once two dragons spawned when I traveled to Markarth, or whatever the mountain city is called.
It seemed as if creatures I ran past randomly attached themself with a link to my character model or something.
https://www.reddit.com/r/Fallout/comments/1r2kax/thesurvivor2299com_updated/
This is looking more and more to be the real thing.
Oh no, that’s definitely my modus, as well. “You must take the Amulet of Kings to Waynon Priory as quickly as possible!” Nope, sorry; I’m gonna fuck around in the mountains for three game months.
Oblivion actually has my favorite world of the four Beth games I’ve played (Oblivion, Skyrim, FO3 and FONV), although New Vegas is a close second. It’s the very fact that it was enormous and had a respectable amount of space between landmarks that made it feel so real. At the same time, there’s a fine balance to be struck. I would hate to play around in an open world like the side levels in the original Mass Effect, which were all totally empty, save for two or three points of interest, and not very visually interesting. Oblivion was that balance for me. Skyrim and FO3 felt pretty densely packed - especially FO3, which was supposed to be a post-apocalyptic wasteland.
Maybe if they actually had some decent writers the quests would seem interesting. Fallout 1 and 2 had tons of interesting quests to do that you could basically complete in tons of different ways, while FO3’s quests ranged from mediocre to cringeworthy, specifically the terrible plotline for the main quest.
New Vegas didn’t suffer from this (probably because it was made from the FO1 and 2 devs) though I can’t say I liked the more western themes as much.
But it’s hard to go back and play FO3 after playing the other fallouts at least, because of how little there actually is to do comparatively that feels like you are actually doing it, instead a one-stop, “do this task the way we tell you” setup.
Also Fallout 3 only had 50 or so quests, which is ridiculous compared to Oblivion’s several hundred and kind of makes it funny considering how much things feel packed in because there’s just a ton of filler.
You know what I would love? a really big Beth-style open world with lots of space between clusters of locations, but you get vehicles.
In complete and 100% honesty, I think “Oblivion with guns(/vehicles/etc)” would be a pretty damned awesome spinoff Elder Scrolls game.
In less than 10 minutes we’ll see some nice hoaxy poaxy action.
“500 internal server error.”
Oh, here we go. Just took a couple of refeshes.
Now if only I could decypher this. Seems like it might be more morse code shorthand…
VNGR REV ALPHA PPS VT stands for Keyed Vignere Cypher, reverse alphabet passphrase vaulttec.
The rest "PIZ UHMYLPVOQ CM XHWMZP. NBGB SPI’F BYQS QT D’Y BYFGEOB FI VQDYL MAQ. -NGQHT 5120- " means
"THE INSTITUTE IS SEALED. THEY WON’T HELP US I’M HEADING TO BLACK ROW. -TBNLS 5120- "