Inyourprime
Member
And Im supposed believe this aint leading up to nothing right😏
Yeah.
I know I one of those authors saying this isn't leading up to an announcement, but damn. A lot of threads about them lately bruh...
And Im supposed believe this aint leading up to nothing right😏
I dunno New Vegas is far from perfect. It goes from an open world in Fallout 3 to a game that corrals you into a specific path to get to New Vegas. And the actual city of New Vegas was such a huge letdown.
The writing was definitely not a complaint though.
I love how hardcore gamers get mad that Fallout 4 is dramatically more successful (and higher rated on metacritic lol) than New Vegas.
While I have great admiration and respect for Obsidian, I think people forget how genuinely awful New Vegas is in basic moment-to-moment gameplay because there's more reliance on RPG stats than there should be in a fuckin real-time video game. It's got a couple great quests and mostly mediocre writing throughout. There's just not that much of a difference between what Bethesda and Obsidian did.
Could Obsidian have made a better game than they did? Yeah. They had basically no time to make the game. Can't hold it against them.
But people like Bethesda's games more because Bethesda makes dramatically better worlds and systems. *shrug*
Wish Obsidian had the time to make something great, but other than the one cannibal quest in New Vegas, and the overall aesthetic, the game really isn't that great.
People refusing to acknowledge that Bethesda are one of the best developers on the planet, ignoring all the amazing bits of game design that go into making their games so wildly successful... it's hard not to see those people as grumpy assholes who can never be happy about anything. New Vegas feels like a game that gets a lot of love for what it could have been, rather than for what it is, which is a dissatisfying shooter with awful world design and a boring story.
New Vegas's use of soft barriers is one of its best strengths. It's kind of diagetic while really rewarding replays to give yourself a new challenge
It's 2017 and people still believe you have to follow a straight line to New Vegas.
New Vegas's use of soft barriers is one of its best strengths. It's kind of diagetic while really rewarding replays to give yourself a new challenge
Could you even port it? I don't think it would be as easy as moving morrowind to skyrim for exampleI really hope this gets a decent mod port to Fallout 4, because man is it an ugly game. Of course I'd like to see Obsidian make their own game with the Fallout 4 engine.
I love how hardcore gamers get mad that Fallout 4 is dramatically more successful (and higher rated on metacritic lol) than New Vegas.
While I have great admiration and respect for Obsidian, I think people forget how genuinely awful New Vegas is in basic moment-to-moment gameplay because there's more reliance on RPG stats than there should be in a fuckin real-time video game. It's got a couple great quests and mostly mediocre writing throughout. There's just not that much of a difference between what Bethesda and Obsidian did.
Could Obsidian have made a better game than they did? Yeah. They had basically no time to make the game. Can't hold it against them.
But people like Bethesda's games more because Bethesda makes dramatically better worlds and systems. *shrug*
Wish Obsidian had the time to make something great, but other than the one cannibal quest in New Vegas, and the overall aesthetic, the game really isn't that great.
People refusing to acknowledge that Bethesda are one of the best developers on the planet, ignoring all the amazing bits of game design that go into making their games so wildly successful... it's hard not to see those people as grumpy assholes who can never be happy about anything. New Vegas feels like a game that gets a lot of love for what it could have been, rather than for what it is, which is a dissatisfying shooter with awful world design and a boring story.
"People who don't worship my favorite developer are grumpy assholes"
I think this post says more about you than the people who think Bethesda games are terrible RPGs, dude.
everything bad about the moment to moment gameplay in New Vegas is carried over from certified "best developer" Bethesda's Fallout 3. New Vegas is beloved because it takes the framework of 3's open world and stretches way better writing over the top of it. It's equally dissatisfying to control as a Bethesda game but with ten times the storytelling pedigree, which ends up making it worth suffering through Fallout 3's nightmare action gameplay that feels like it was cobbled together by people who had never played a shooter in their life.
Could you even port it? I don't think it would be as easy as moving morrowind to skyrim for example
There are literal invisible walls preventing you from climbing the mountains.
I guess you can grind your way through the Cazadores and Deathclaws by heading north at the start? Is there some other way to get to New Vegas I'm not remembering? It's been a long time since I've played.
Depending on how you build yourself and where you go first, you can easily get past the
Depending on how you build yourself and where you go first, you can easily get past the
Depending on how you build yourself and where you go first, you can easily get past them before you gain your first level, and get into Vegas through the NCR camp. I do this pretty much every run now.
Also, you can completely ignore Vegas and do a ton of the quests in the area that are either not mandatory /pointed out by the game until well into the main quest.
While doable, it's clearly not what they want you to do. The entire world structure is still built to make you go a certain route. It limits the sense of adventure, I feel.
Just rejiggering the dialogue system seems like it would be difficultI don't think people need to worship Bethesda, who isn't even in my top 10.
What I do think is that people who do everything in their power to making it sound like Bethesda are talentless hacks and Obsidian are perfect waifus who can do no wrong need a reality check.
I modded New Vegas to be more like Fallout 3 because the shooting was so awful. I'm definitely not saying Fallout 3 was better. Fallout 4 is the first game Bethesda has made with anything approaching great gamefeel (and it's not surprising, Destiny's Hand Cannon Sandbox Designer Guy did their gun feel, before returning to Destiny 2).
It's a different engine, but it uses a lot of similar tools/structure because Bethesda knows the importance of their modding community.
I think it's doable, but it would need a ton of custom assets.
Just rejiggering the dialogue system seems like it would be difficult
Depending on how you build yourself and where you go first, you can easily get past the
Depending on how you build yourself and where you go first, you can easily get past the
Depending on how you build yourself and where you go first, you can easily get past them before you gain your first level, and get into Vegas through the NCR camp. I do this pretty much every run now.
Also, you can completely ignore Vegas and do a ton of the quests in the area that are either not mandatory /pointed out by the game until well into the main quest.
While doable, it's clearly not what they want you to do. The entire world structure is still built to make you go a certain route. It limits the sense of adventure, I feel. Kinda like how Fallout 4 is like I NEED MY SON--sure, you can do other things, but it's clear they want you to beeline for your kid. Or like how Gears wants you to feel Super Serious about war, but it's also trying to be fun. It's just one of those things that doesn't work super great.
Yeah that's probably much worseI am more concerned about the skill system to be honest.
I modded New Vegas to be more like Fallout 3 because the shooting was so awful..
While doable, it's clearly not what they want you to do. The entire world structure is still built to make you go a certain route. It limits the sense of adventure, I feel. Kinda like how Fallout 4 is like I NEED MY SON--sure, you can do other things, but it's clear they want you to beeline for your kid. Or like how Gears wants you to feel Super Serious about war, but it's also trying to be fun. It's just one of those things that doesn't work super great.
Hey, I liked new Vegas as well, but really? We live in a post witcher 3 world. (and a few others)There hasn't been a better RPG since New Vegas.
I mean I'd argue that articles like the one in this thread are still being made whereas you don't hear much about Fallout 3 or even 4 these days in a positive light
I love how hardcore gamers get mad that Fallout 4 is dramatically more successful (and higher rated on metacritic lol) than New Vegas.
It is doable, and supported. As an RPG player, that is all you need care about.
The game clearly does not want you to do a pacifist run, but it fully supports it and is entirely doable.
Just rejiggering the dialogue system seems like it would be difficult
The shooting is exactly the same except they added ironsights and rebalanced the absolutely broken damage resistance stuff and how VAT made you absurdly invincible in FO3.
Fallout 4 (4-5 year development time) metacritic score: 84
Fallout New Vegas (12-18 months, incredibly buggy at release) metacritic score: 84
???
Hardcore fans have every right to be upset that their roleplaying series is nothing more than a loot shooter with YES, YES, TELL ME MORE, SARCASTIC YES dialog options.
One of my favorite things about FO3 was that you can really just pick a direction at the start and go exploring. No mountains or walls or Cazadores. New Vegas was the polar opposite so it was disappointing for me.
New Vegas is a better rpg easily. Whether it's a better game? Well then you have a discussion.Hey, I liked new Vegas as well, but really? We live in a post witcher 3 world. (and a few others)
Hey, I liked new Vegas as well, but really? We live in a post witcher 3 world. (and a few others)
I'm not sure that 'possible' makes something supported. And I do think the game wants you to do a pacifist run, because it's literally built to respond to players who choose pacifism, which is one of the most common types of play styles in video games.
New Vegas is a better rpg easily. Whether it's a better game? Well then you have a discussion.
New Vegas is a better rpg easily. Whether it's a better game? Well then you have a discussion.
If the intent was to restrict / stop that behavior, Obsidian could have done MUCH more. Like put a checkpoint that always turned you back. Or making the enemies impossibly hard until you completed the right quests.
Besides, the fact that all your quests respect your decision to just hop right on to Vegas without using the beaten path is proof enough.
Ah, I see what you are getting at.
Guess I never did get too involved with the ROLE play of RPGs....was more interested in the world (and progression) of RPGs.
Fallout New Vegas is indeed excellent.
I don't think the Witcher 3 was as good an RPG as the Witcher 2.
I love how hardcore gamers get mad that Fallout 4 is dramatically more successful (and higher rated on metacritic lol) than New Vegas.
While I have great admiration and respect for Obsidian, I think people forget how genuinely awful New Vegas is in basic moment-to-moment gameplay because there's more reliance on RPG stats than there should be in a fuckin real-time video game. It's got a couple great quests and mostly mediocre writing throughout. There's just not that much of a difference between what Bethesda and Obsidian did.
Could Obsidian have made a better game than they did? Yeah. They had basically no time to make the game. Can't hold it against them.
But people like Bethesda's games more because Bethesda makes dramatically better worlds and systems. *shrug*
Wish Obsidian had the time to make something great, but other than the one cannibal quest in New Vegas, and the overall aesthetic, the game really isn't that great.
People refusing to acknowledge that Bethesda are one of the best developers on the planet, ignoring all the amazing bits of game design that go into making their games so wildly successful... it's hard not to see those people as grumpy assholes who can never be happy about anything. New Vegas feels like a game that gets a lot of love for what it could have been, rather than for what it is, which is a dissatisfying shooter with awful world design and a boring story.
I don't know if that even can be considered a subjective opinion when it's so wrong.
How was Witcher 2 a better RPG than 3? I remember enjoying the combat more since it was hard as fuck in the v1.0, but other than that?
I modded New Vegas to be more like Fallout 3 because the shooting was so awful
Better RPG than The Witcher? I think that depends on what you think RPGs are about. I think Witcher games follow a narrower definition of RPG (you're still defining a character's relationship to the world around him, the only thing that matters in the definition of an RPG), and I think maybe they're better at giving you lots of ways to be specific kinds of Geralt. It's definitely a narrower game, but I think it's a lot better at things like character, dialog, and interesting choices.
One discussion I've had lately with friends about Arkane vs Looking Glass games is how it feels like Arkane tries to make every tool viable. You can't really put yourself in a position where you have to use a sub-optimal tool to function. A more obvious example of this is something like Human Revolution, which is like "yo, use the rebreather/heavy arms/wallpunch/hacking/invisiblity mechanics to get in. we accounted for every play style!" LGS games tended to have more naturalistic decision making, allowing players to express themselves in mechanics, but not providing players with ways to do things however they wanted.
I think this is sort of the... Doug Church (System Shock) vs Warren Spector (Deus Ex) design dichotomy.
Warren Spector came from tabletop games. So does Obsidian. And I think you can see a similar approach (Bethesda's games are more immersive sims like DE and SS than RPGs) in the different Fallout games.
There's a lot more 'options' to the cannibal quest in New Vegas (most of the quests in the game don't have near that amount of choice and are more like Fallout 3 quests in their structure), but most of them are meaningless options meant to facilitate any kind of play.
This results in a kind of meaningless expression--there's no resistance, no sense of anything being earned, no way to feel something about yourself through the mechanics you choose to employ. You can solve problems however you'd like, the end.
And I don't think that makes it great quest design, just complex quest design.
While doable, it's clearly not what they want you to do. The entire world structure is still built to make you go a certain route. It limits the sense of adventure, I feel. Kinda like how Fallout 4 is like I NEED MY SON--sure, you can do other things, but it's clear they want you to beeline for your kid. Or like how Gears wants you to feel Super Serious about war, but it's also trying to be fun. It's just one of those things that doesn't work super great.
This results in a kind of meaningless expression--there's no resistance, no sense of anything being earned, no way to feel something about yourself through the mechanics you choose to employ. You can solve problems however you'd like, the end.
wait how is F3's shooting better than NV?I modded New Vegas to be more like Fallout 3 because the shooting was so awful. I'm definitely not saying Fallout 3 was better. Fallout 4 is the first game Bethesda has made with anything approaching great gamefeel
Boy, do I agree with most of this. New Vegas ain't a classic of mine, while Obsidian has the potential to really visualize engaging setups (in other titles like Alpha Protocol, though I have more issues with that full package than compliments) .
Though I couldn't stand Fallout 4's storytelling in a similar boat. I'm not sure where I can feasibly see the series head from here after the poorly implemented daddy issues running the main story and lacking intrigue in the Synths (sans more entertaining, feelgood NPCs like Valentine). It ended up being several sides of unappealing mass blobs playing faction wars, just like New Vegas.
The base building, while an idea that could have made for an entertaining side activity, (surprise) ended up a mess that the player still had to babysit while out venturing. It's a system that had potential for player interaction and really messed the bed.
Not to be too off-topic, but I couldn't blame concern for the series' direction, even if I'm not in a camp that would want Obsidian to swoop it up. The combat mechanics took steps up, at least.
Why are people even responding this guy
this is clearly a troll. i don't even believe someone could be so ignorant to say something as stupid as this - it's clearly intentional.
New Vegas isn't perfect, but saying they should strive to be like F3 is just wrong. And don't give me the "i can pick a direction and go anywhere in F3" bullshit, arbitrary walls requiring you to go through copypasted metros will always block you the same way as the "invisible walls" (two, easily avoidable) in new vegas
This is a bizarro world analysis of RPG design.
Giving a player different ways to express themselves through mechanics has meaning in and of itself; it's not just a means, it's also an end. That's what role-playing is about. It's the very core of Fallout.
I'm taking that one step further and arguing that the ability to do what you want only matters if there are situations where you can't as well.
I love Fallout New Vegas, I just wish people would stop tearing other games down and pretending it doesn't have flaws. Can you really love a game if you aren't willing to admit what it does poorly?
wait how is F3's shooting better than NV?
Like how in new vegas you can do what you want, but in doing so you commit to a faction and you can't be the champion of every other faction like the usual bethesda games?
Also nice job ignoring everything i said
I like how you highlight "Depending on your build" as though it's a bad thing.
It's especially bizarre given you go on to say:
Is gating content depending on your build good or bad? I'm confused.
wait how is F3's shooting better than NV?
Like how in new vegas you can do what you want, but in doing so you commit to a faction and you can't be the champion of every other faction like the usual bethesda games?
Also nice job ignoring everything i said
I am willing. But we have yet to actually get to that part.
Yeah, you have to ignore a ton of stuff to get to "NV has the same amount of choice as Bethesda Fallout."
I'm usually loathe to bring up RPG Codex, but their Fallout 4 review is a very in-depth exploration of Bethesda game design.
It's 2017 and people still believe you have to follow a straight line to New Vegas.
Oh did you use something like the No-Neos mod to counteract the stats then?Less stat-based, more mouse-driven.
Better RPG than The Witcher? I think that depends on what you think RPGs are about. I think Witcher games follow a narrower definition of RPG (you're still defining a character's relationship to the world around him, the only thing that matters in the definition of an RPG), and I think maybe they're better at giving you lots of ways to be specific kinds of Geralt. It's definitely a narrower game, but I think it's a lot better at things like character, dialog, and interesting choices.
One discussion I've had lately with friends about Arkane vs Looking Glass games is how it feels like Arkane tries to make every tool viable. You can't really put yourself in a position where you have to use a sub-optimal tool to function. A more obvious example of this is something like Human Revolution, which is like "yo, use the rebreather/heavy arms/wallpunch/hacking/invisiblity mechanics to get in. we accounted for every play style!" LGS games tended to have more naturalistic decision making, allowing players to express themselves in mechanics, but not providing players with ways to do things however they wanted.
I think this is sort of the... Doug Church (System Shock) vs Warren Spector (Deus Ex) design dichotomy.
Warren Spector came from tabletop games. So does Obsidian. And I think you can see a similar approach (Bethesda's games are more immersive sims like DE and SS than RPGs) in the different Fallout games.
There's a lot more 'options' to the cannibal quest in New Vegas (most of the quests in the game don't have near that amount of choice and are more like Fallout 3 quests in their structure), but most of them are meaningless options meant to facilitate any kind of play.
This results in a kind of meaningless expression--there's no resistance, no sense of anything being earned, no way to feel something about yourself through the mechanics you choose to employ. You can solve problems however you'd like, the end.
And I don't think that makes it great quest design, just complex quest design.
I hope my bit above this addresses my beliefs about that design decision.
I don't think Obsidian wants to restrict so much as had a clear way to do things but was okay with you going about it other ways. Like, as a designer, I really want players to do a specific thing, but if they really want to do something else, it's feasible within the mechanics. It's possible to play pistols only in plenty of shooters. It's a lot harder, and it's not how those shooters are meant to be played, but that doesn't mean it isn't possible.
They clearly had a path they wanted players to take.
Bethesda's world design is dramatically better, because it has a bunch of quests that send you all the way across the map. Bethesda uses the main story as a way to take you through large fields full of distractions. They want you to get distracted, want you to explore, want you to find new things. Obsidian was like "hey, go to the right, then curve around, then get to New Vegas."
It's really hard to tell linear stories in open worlds, and Obsidian's solution was... like, I get it, but I wish the emphasis had been on exploring the open world more than going through a linear path. You can watch them just sort of give up on trying to do open worlds in the Fallout: New Vegas DLC. They were so interested in linear storytelling, the DLC became these largely linear exploration tubes, especially that last one. Could have been great, had some amazing narrative ideas, but was just... linear. And I love linear game design, but if I had to compare Lonesome Road (I think that was the name) to a properly linear game, it's... well, not great. It ends up in an unhappy middle ground.
RPGs are a lot of things to a lot of people. I remember someone once arguing with me that RPGs were only RPGs if they had a bestiary. Another person claimed that God of War's upgrade system made it an RPG.
GENERALLY, though, RPGs are games where players role-play. A lot of people think that means "playing a role," but if that were the case, every video game ever with a protagonist would be that. And that's clearly not the case. Roleplay as a concept comes out of improvisational acting; it's a thing actors do to learn how to act. They create roles, or improvise within those roles, rather than simply perform a script. And I think that's the core to what an RPG is: something that lets you define your character's relation to the world around them.
Gating content dependent on build = good
Open world design that is built like a nautilus spiral = bad
Isn't this review by that crazy guy who made that RPG about the roman-empire-but-not-really that was kind of... confusing and amazing at the same time? It's a great review.
he is and is a pretty cool guy on twitterSweet beejeebus. This is quite the post. Very well thought out. Are you a developer?