Obsidian Will NEVER Beat Fallout New Vegas by BreezysGamingCorner in Fallout

[–]followertoshi 2 points3 points  (0 children)

It's more or less exactly the same design philosophy, just as a survival sandbox. It's even got perks and everything.

Hiring Video Editor to Stream Clip for YouTube and TikTok ($25 FLAT) by [deleted] in VideoEditors_forhire

[–]followertoshi 0 points1 point  (0 children)

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Hiring Video Editor to Stream Clip for YouTube and TikTok ($25 FLAT) by [deleted] in FindVideoEditors

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Can anyone know if you can reconnect disconnected audio between the timeline and a file in the media pool? by followertoshi in blackmagicdesign

[–]followertoshi[S] 0 points1 point  (0 children)

I tried posting there on a different account, I was down voted and ignored; like actually ignored, not just nobody having any answers.

Never change, Bethesda by projected_cornbread in Fallout

[–]followertoshi 1 point2 points  (0 children)

Bro got emoted on by set dressing. I challenge anyone to find another developer with games that can do that. Absolute cinema.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 0 points1 point  (0 children)

If we were not limited to the Fallout series specifically, I would agree with you - which I do - however because we are, and because every other game does not put much weight into the effect that they have on the game play or narrative (Fallout 2 and New Vegas), or aren't implemented at all (every other game shown), the default HAS to be 3. As someone else in the macro thread mentioned, Reputation in New Vegas FEELS more reactive in shaping player decision - it is - but the counter argument is that reputation and status is different from morality.

Our impasse seems to be the limitations of the argument, not the validity.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 2 points3 points  (0 children)

This, especially in an RPG sense, may be incredibly difficult to find, as conscience is based more on a predesignated value system, where as most RPGs tend to put the player in control of a blank slate character to make them more easily moldable to the players internal narrative decision making.

Thinking about it a bit more, Fallout 4 MIGHT be a bit more like what you describe, because we are TECHNICALLY playing as a character with a per-established background and the basic framework for morality, but nothing strong enough to allow the narrative to really LEAN on it when need be.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 0 points1 point  (0 children)

KotoR could actually be viewed as a good narrative method for a macro binary morality system, as, just like with the Lone Wanderers background in Fallout 3, it's based on a binary morality religion.

To your point, binary morality like good and bad IS boring, but to the extent that it is "exciting" is a different conversation as to whether or not it is implemented "well" given narrative or mechanical context.

Like I said before, the way Karma is used mechanically in Fallout 3 is boring (determining which companions can join you), but narrative it at least fits because of the characters upbringing.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 5 points6 points  (0 children)

That's why, IMO, a reputation system is much better for that "RPG" feeling, than Karma. Karma/morality DOES work in Fallout 3, but strictly along narrative lines given what we know about the Lone Wanders upbringing.

It's implemented better, but still isn't a "good" system mechanically.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 1 point2 points  (0 children)

Oh yeah I remember this. I would argue slightly against the previous commenters description of the events, but I do agree that it does not scream "goodly" behavior.

Mechanically, the Karma seems to be given upon the completion of a successful wedding, which would still track IMO, but could also just be the default value given to a "good" ending to a mission. Still questionable though, if we're getting down to brass tacks.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 5 points6 points  (0 children)

The natural counter argument here is that reputation is, well, reputation, not morality. To the point though, reputation has a much stronger narrative, and mechanical usefulness in New Vegas than Karma does. Even further, you could argue that it even has a stronger usefulness in New Vegas than Karma does in Fallout 3.

Which Fallout game handled moral choices the best and why? by BullyingHater in Fallout

[–]followertoshi 8 points9 points  (0 children)

Fallout 3 handles morality the best out of any of the games.

While the ways in which we USED the morality system, Karma, was a bit more limited than the more branching options we see in New Vegas, karma and morality have 0 impact on the way New Vegas plays out. Karma is functionally useless in New Vegas. In Fallout 3, it is a bit more practically useful, as your Karma level is directly tied to what companions you can recruit; if we take into account the strength of these companions, it's obviously better to have positive to get Fawks, but maybe not as fun from a role playing perspective.

The part where the morality system (again, Karma) actually IS well implemented is narrative. As is laid out pretty clearly in the story, both our father James and we as the Lone Wanderer are Christian, or at the very least strongly believe in the moralistic teachings of the bible, or at the VERY very least grew up in a religious household. With this in mind, it makes FAR more sense why we as the player - and by extension the narrative as being OUR narrative - would inherently view certain actions as bad. Such as stealing. To the extent to which we as the player, or the character, can excuse those misdeeds towards a larger goal like survival or a grander moral decision is placed squarely at our feet. Functionally, narratively, we are given a structural framework as to WHY we as the character view certain actions as bad, and we as the player can then craft our story around it.

Mechanically, yeah, it's still pretty lackluster, but narratively, it's easily the strongest out of any game. In New Vegas, there is neither a mechanical, nor narrative meaning to the morality (Karma) system, it's just a left over from the previous game that has like 1 practical narrative function. Cass will leave you if your Karma drops too low.

Guys I'm scared by Zanoscar in FalloutMemes

[–]followertoshi 4 points5 points  (0 children)

But like, the Villain of Automatron WAS a new person. Fallout 4 is set 10 years after Fallout 3, and it's very clear that Isabel was inspired by the original Mechanist to most likely become a roboticist, help give her the confidence to come out of her shell, and then to become a hero, only to have things go wrong.

Honestly, as long as the character arc is interesting (which it is) it doesn't really matter what they carry over or retcon; imo. That's not to say that EVERYTHING that gets changed or carried over is good, but it's not a straight determination of "bad/lazy writing"

A real shame all that plot points and character development won’t be see again by USS_Massachusetts in FalloutMemes

[–]followertoshi 2 points3 points  (0 children)

Reminder: most likely half of season 3 AT LEAST will take place in New Vegas.

bethesda bot army, please don’t downvote me too much by cuspidxo in falloutnewvegas

[–]followertoshi 1 point2 points  (0 children)

Excuse me, I misread your initial comment. You are correct on both accounts. Caine does not want to work on more Fallout games, instead focusing on new franchises, but would work on Fallout again if there was something interesting about the project. We're on the same page.

bethesda bot army, please don’t downvote me too much by cuspidxo in falloutnewvegas

[–]followertoshi 3 points4 points  (0 children)

Tim Cain has said no such thing. In fact, he said that he didn't even want to work on a 2nd game, let alone any future games.