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Are we about due for a Fallout 4 announcement?


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#126
slimgrin

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brettc893 wrote...

slimgrin wrote...

In the end, if it's to be an action RPG, or something else, I want an action RPG. Quite frankly tired of action RPG's being labeled as shallow when they can deliver all the depth a traditional one can. A moot point anyway. FO4 will be an action RPG, made by Bethesda.


This is gonna be controversial, but I think Bethesda needs to nut up and ditch 3rd Person in their games all together.

That would allow them to significantly improve upon the gameplay by only having to focus on a first person experience. Tighten up the shooting, HUD, etc. If you're going to make a Shooter/RPG Hybrid, the shooter half shouldn't be terrible.




Fine by me. Third person has never carried its weight anyway. 

#127
brettc893

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slimgrin wrote...

brettc893 wrote...

slimgrin wrote...

In the end, if it's to be an action RPG, or something else, I want an action RPG. Quite frankly tired of action RPG's being labeled as shallow when they can deliver all the depth a traditional one can. A moot point anyway. FO4 will be an action RPG, made by Bethesda.


This is gonna be controversial, but I think Bethesda needs to nut up and ditch 3rd Person in their games all together.

That would allow them to significantly improve upon the gameplay by only having to focus on a first person experience. Tighten up the shooting, HUD, etc. If you're going to make a Shooter/RPG Hybrid, the shooter half shouldn't be terrible.




Fine by me. Third person has never carried its weight anyway. 

Good man/girl, but some people flip the **** out, saying it would limit player choice etc. 

#128
slimgrin

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They can't possibly develop a combat system for both views. It's too extensive.

Modifié par slimgrin, 26 novembre 2012 - 12:59 .


#129
brettc893

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Exactly, so instead they half ass the TPV and don't add anything to the FPV for fear of screwing up the former too much. Nobody wins.

If people want it so bad, mod it in I say. They do that with everything else they want.

#130
sympathy4sarenreturns

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Something to keep in mind is that it is almost 100% going to be next gen. Things will be capable not capable before.

#131
Kaiser Arian XVII

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slimgrin wrote...

They can't possibly develop a combat system for both views. It's too extensive.


THIS CAN'T BE TRUE!

Okay.. that is why Fallout 3, New Vegas and Skyrim are designed for FP experience. ;) 

#132
Leinadi

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sympathy4sarenreturns wrote...

Something to keep in mind is that it is almost 100% going to be next gen. Things will be capable not capable before.


Translation: Everything regarding the RPG-side will be simplified, but we will get better graphics and physics systems instead.

#133
RinpocheSchnozberry

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I want to be able to talk my way out of almost anything.

Larger parties... 6-8 or so.

And larger battles to match the 6-8 sized parties.

#134
naughty99

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Leinadi wrote...

sympathy4sarenreturns wrote...

Something to keep in mind is that it is almost 100% going to be next gen. Things will be capable not capable before.


Translation: Everything regarding the RPG-side will be simplified, but we will get better graphics and physics systems instead.

The PC versions of multiplatform games can already scale up or down graphics, textures, lighting, AA, AF, etc., according to the capabilities of your GPU. I don't think we will necessarily see huge advances in graphics for the PC version merely because the console hardware has a better GPU.

What will likely have a more direct impact for Fallout 4 is the increased RAM and more powerful CPU allowing for more stats and persistent data to be tracked, greater interactivity with the game world, more open levels with more actors onscreen at once. These kinds of features are integrated into the game engine and not easily scalable down for consoles.

The previous Bethesda games track a ton of persistent data about the game world, the status of hundreds of quests, reputation in each region, the player's actions and relationships with thousands of NPCs and hundreds of NPC factions during each playthrough, etc., and they are already up against the limitations of of 256MB RAM in the PS3 hardware. This affects the PC version of the game because there are many features of the engine that cannot be easily scaled up from the console version. Hopefully the next generation of console hardware will free up future BGS sandbox RPGs to allow even more stats and persistent data to be tracked, greater interactivity with the world and more believable simulation and A.I. game systems.

Modifié par naughty99, 26 novembre 2012 - 10:33 .


#135
brettc893

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Leinadi wrote...

sympathy4sarenreturns wrote...

Something to keep in mind is that it is almost 100% going to be next gen. Things will be capable not capable before.


Translation: Everything regarding the RPG-side will be simplified, but we will get better graphics and physics systems instead.


Snip-Snap, this guy gets it.

Almost enough to make you consider finding a new hobby sometimes Huh? I know I've thought about it.

#136
Gatt9

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naughty99 wrote...

Leinadi wrote...

sympathy4sarenreturns wrote...

Something to keep in mind is that it is almost 100% going to be next gen. Things will be capable not capable before.


Translation: Everything regarding the RPG-side will be simplified, but we will get better graphics and physics systems instead.

The PC versions of multiplatform games can already scale up or down graphics, textures, lighting, AA, AF, etc., according to the capabilities of your GPU. I don't think we will necessarily see huge advances in graphics for the PC version merely because the console hardware has a better GPU.

What will likely have a more direct impact for Fallout 4 is the increased RAM and more powerful CPU allowing for more stats and persistent data to be tracked, greater interactivity with the game world, more open levels with more actors onscreen at once. These kinds of features are integrated into the game engine and not easily scalable down for consoles.

The previous Bethesda games track a ton of persistent data about the game world, the status of hundreds of quests, reputation in each region, the player's actions and relationships with thousands of NPCs and hundreds of NPC factions during each playthrough, etc., and they are already up against the limitations of of 256MB RAM in the PS3 hardware. This affects the PC version of the game because there are many features of the engine that cannot be easily scaled up from the console version. Hopefully the next generation of console hardware will free up future BGS sandbox RPGs to allow even more stats and persistent data to be tracked, greater interactivity with the world and more believable simulation and A.I. game systems.



I just have to point out,  at most,  all of those "stats" you're tracking are contained in 32 bit integers.  Giving you around 262,000 "Stats" you can track in a single Megabyte.  More if you architecture has a bool as 1 byte,  since a bool is what's used for most quest tracking.

A good programmer will use a short instead of an int for "stats" since they won't ever approach values in the billions.

Further,  little of that reputation will be tracked individually,  if any.  Most of it is being tracked through some global pool,  even for the area.  Especially in a Bethesda game where you'll be called "Hero" in one sentence and in the next the NPC acts like they've never seen you before.

You're right about having more entities on screen at any one time,  but as far as interactivity goes,  again,  it's a Bethesda game.  Bethesda doesn't do interactivity,  you can't significantly influence anything in a Bethesda game.  That would require doing something other than wasting time rendering every fork and spoon,  and since Bethesda can't even be bothered implementing the effects of statistics,  it's highly unlikely they're going to implement interactivity.

The issue with the PS3 is that it's 256MB shared memory,  which means the GPU and the CPU are in contention for the memory pool.  Something that will occur again with the PS4 since from what I've read it's using a SOC design.  Meaning the GPU is on the CPU die,  and they'll share memory.

Bethesda games do not simulate anything.  Simulation involves a base model with finite constraints.  In a simulation,  for example:  You start out with a base pool of 20 cows,  the cows can reproduce and increase their numbers,  or be slaughtered and disappear.

Bethesda games make things pop out of the air in video-game style.  Further,  Bethesda games make no effort to try to model NPC behavior,  people don't react significantly to anything you've done,  primarily because most of it's target market would hate a real RPG mechanic where you can actually lock yourself out of something.  Even if they implement a way to make people mad at you,  they implement a super-easy way to fix it (See Fallout 3's giving away water for reputation).

All of these things are concious decisions by the Developers.  New hardware isn't going to improve any of it,  because it's working as designed,  and Bethesda has no desire to implement anything that would interfere with their "You're the best at everything and everyone loves you for it" model.

#137
naughty99

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The PS3 has fixed 256MB RAM and 256MB VRAM. It's the Xbox which has a pool of 512MB shared memory, and it's also why Skyrim runs a bit better on Xbox, for example, as it is able to allocate more memory resources to the persistent data, of which there is much more tracked by Skyrim than other multiplatform games.

This is the reason why the PS3 hardware has so much difficulty, and it is not something that can be scaled as easily as, say, dialing down the AA and display resolution for the console version. If the PS4 comes out with 4GB RAM or even 2GB, it will allow future multiplatform open world games such as Fallout 4 to track more persistent data without resulting in slow frame rates for the console versions.

Nothing wrong with disliking Bethesda games, open world sandbox RPGs, etc. We all have our own personal preferences. But don't try to claim these games are not RPGs just because they have hit boxes and real time combat instead of dice rolls. That's not what role playing games are about. There are plenty of linear games with auto-targeting, dice rolls and hotbars that have zero RP potential.

Modifié par naughty99, 27 novembre 2012 - 02:48 .


#138
bussinrounds

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You do know that combat is a part of this mythical “role-playing” that’s supposed to exist in RPGs, right?

"Roleplaying" means you're just playing according to your character. Playing as a thief ? Sneak around, backstab/steal stuff, a fighter, your up front fighting melee, a wizard, you're in the back casting spells....

Give me a game with good tactical combat, mechanics and a thin justification for going deeper into the dungeon or wherever and you can keep your "roleplaying".

#139
sympathy4sarenreturns

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I am repulsed at the notion that I'm for "less stats". Gimme a break. More power equates to more stats and more npcs on screen at once. Perhaps less is desired? That's what I'll infer from that notion.

#140
sympathy4sarenreturns

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I will point this out, even though I'm gonna get gang tackled. Mind you, I like The Witcher a lot, a lot,and CDPR are brilliantly talented devs...but Dark Souls has mammoth amounts more statistics and is more based on statistics. I believe it was shredded by pc gamers because of graphics.

Modifié par sympathy4sarenreturns, 27 novembre 2012 - 04:18 .


#141
termokanden

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Gatt9 wrote...

A good programmer will use a short instead of an int for "stats" since they won't ever approach values in the billions.


Nitpicking and off-topic here, but it's not really as simple as that. You don't necessarily improve efficiency by using a short, and the opposite could even be true depending on the specific architecture and whatever else is going on. I think mostly people will just use ints instead of trying to maybe-optimize something by hand.

If you're really pressed for memory, yes, you'd try not to use a wasteful representation.

I use C on a daily basis without really encountering "short"s, and the last time I used one was on an embedded device.

Modifié par termokanden, 27 novembre 2012 - 07:16 .