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Official Fallout 4 and DLC Discussion Thread


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#1551
LobselVith8

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A style of pizza? or is this a reference i am not getting, doh.


It's from New Vegas, when the Courier asks Divide ED-E "What's a Chicago?"
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#1552
The Invader

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I doubt the Enclave are going to be in Fallout 4...

If somehow they are, I want to be able to side with them.

Yeah, FO3 pissed me off. It leads you to believe you will join the Enclave, but then they get wiped out. Broken Steel made things even worse. Apparently Bethesda doesn't understand some people like the Enclave and want to join their ranks like you can with the BoS.
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#1553
Barbarossa2010

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Broken Steel did make it a lot of fun to wipe them out though. Orbital strike was worth a video capture.


...but yeah...factions, and freedom to join them.
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#1554
Barbarossa2010

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True. So BoS(possibly Lyons chapter and Midwest), Super Mutants (faction?) Commonwealth Minutement, Railroad, The Institute.


Yeah, as details leak, we'll get a better view of how the game will handle factioning. No doubt it is going to be a centerpiece with what we've already been shown.

#1555
Fast Jimmy

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Even if the resources were there, it would be a waste to use them on the ending alone, which few players see. But I prefer in-game reactivity ala TW2.


In-game reactivity is limited only to the time the player spends in the game. That's often very shallow.

I'd rather find out what happens after my choice six month, six years, six decades down the road. In-game reactivity usually has to bend over backwards to create the feeling that your choice had any real significance. I see three templates this often results in:

The Telltale Reactivity: Personal choices that influence how people approve or react to your character in a way hat is immediate in how they interact with your character, both in the short term and long term. This works well to create a feeling of choice, but often is very narrow in scope - few large choices are ever given (how Toad feels about you is largely irrelevant to the course of events that unfold in Wolf Among Us) and the main plot is often railroaded with the choices the player commits to resulting in very little of the choices reflected in the ending.

The Elder Scrolls Reactivity: These games give the player exponentially more choices and options, from killing Random Stranger 2074 to joining (and becoming leader) of a given faction. While this freedom allows a staggering amount of options, quests ultimately play out in the same fashion, regardless of any choice made (if choice is even offered in the first place). Completion of activities or choices result in one-liner dialogue differences, but the world barely even registers that the task was complete, let alone is reactive to show the differences between choice, aside from NPCs who may cease to exist in the world.

Dragon Age Reactivity: while this game does not have the freedom of TES reactivity, this game usually gives choices via dialogue only. Many of them are "okay, you've chosen this side... this is a massive change" but then plops you back in the game with a feeling that nothing is different. This is covered during the end of the game, where these decisions, large and small, are tallied and reflected in an ending sequence that can span huge periods of time.

Some games are a combination. For instance, I believe TW3 has different doses of all three, where Geralt is allowed to interact with personal choices throughout the narrative, the open world allows a wide degree of freedom and ability to choose/ignore quests and there are many choices or consequences that play out very differently in the endings.

For Fallout, the series has (in my opinion) done all three types of reactivity to a high degree very well. The series has always been about freedom, through choices as well as flexible gameplay that result in different play styles. And it has a good deal of in-game reactivity, allowing entire towns to be wiped out or factions reacting to who you side with. And it has signature ending slides, where the choices of the player, big and small, are elaborated on and explained, even years or decades down the road. And games inspired by Fallout, like Troika's Arcanum, reflected this formula in grand fashion.
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#1556
bmwcrazy

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Yeah, FO3 pissed me off. It leads you to believe you will join the Enclave, but then they get wiped out. Broken Steel made things even worse. Apparently Bethesda doesn't understand some people like the Enclave and want to join their ranks like you can with the BoS.


You can join your Enclave.

I want to be a slaver and a pimp.

eulogy.jpg

#1557
In Exile

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In-game reactivity is limited only to the time the player spends in the game. That's often very shallow.

I'd rather find out what happens after my choice six month, six years, six decades down the road. In-game reactivity usually has to bend over backwards to create the feeling that your choice had any real significance. I see three templates this often results in:

The Telltale Reactivity: Personal choices that influence how people approve or react to your character in a way hat is immediate in how they interact with your character, both in the short term and long term. This works well to create a feeling of choice, but often is very narrow in scope - few large choices are ever given (how Toad feels about you is largely irrelevant to the course of events that unfold in Wolf Among Us) and the main plot is often railroaded with the choices the player commits to resulting in very little of the choices reflected in the ending.

The Elder Scrolls Reactivity: These games give the player exponentially more choices and options, from killing Random Stranger 2074 to joining (and becoming leader) of a given faction. While this freedom allows a staggering amount of options, quests ultimately play out in the same fashion, regardless of any choice made (if choice is even offered in the first place). Completion of activities or choices result in one-liner dialogue differences, but the world barely even registers that the task was complete, let alone is reactive to show the differences between choice, aside from NPCs who may cease to exist in the world.

Dragon Age Reactivity: while this game does not have the freedom of TES reactivity, this game usually gives choices via dialogue only. Many of them are "okay, you've chosen this side... this is a massive change" but then plops you back in the game with a feeling that nothing is different. This is covered during the end of the game, where these decisions, large and small, are tallied and reflected in an ending sequence that can span huge periods of time.

Some games are a combination. For instance, I believe TW3 has different doses of all three, where Geralt is allowed to interact with personal choices throughout the narrative, the open world allows a wide degree of freedom and ability to choose/ignore quests and there are many choices or consequences that play out very differently in the endings.

For Fallout, the series has (in my opinion) done all three types of reactivity to a high degree very well. The series has always been about freedom, through choices as well as flexible gameplay that result in different play styles. And it has a good deal of in-game reactivity, allowing entire towns to be wiped out or factions reacting to who you side with. And it has signature ending slides, where the choices of the player, big and small, are elaborated on and explained, even years or decades down the road. And games inspired by Fallout, like Troika's Arcanum, reflected this formula in grand fashion.

That's meaningless fan-fiction to me. It's not a consequence. It's pontification about a choice I've made, but I don't experience it. That's as worthless as TES freedom, which is the same as FO3 freedom - i.e., a consequence free utopia. The only difference is that one game asks me to imagine the consequences of my choices and the other one tells me that consequence without giving me any avenue to experience it. 

 

If we're talking about the old Fallout, I don't remember it well enough. And I thought Arcanum was such a failure of a game that I never got far enough to experience its vaunted reacitivity. Just loathed both the writing style and gameplay. 



#1558
Commander Rpg

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I want to be a slaver and a pimp.

You could be a slaver (not a chief slaver) in Fallout 2, but there isn't any chance of being a pimp in any of them. You can try on your most ill-famed street, in your city, and see how it goes.



#1559
TheJediSaint

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I was sold on this game when I saw you could make a "Laser Musket".

 

I bet it does bonus anachronism damage.


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#1560
Akrabra

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After spending time on the Fallout 4 forum. I am abit shocked. I thought it would be abit more mature, but it is just filled with alot of whining. :/


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#1561
Gravisanimi

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After spending time on the Fallout 4 forum. I am abit shocked. I thought it would be abit more mature, but it is just filled with alot of whining. :/

I am as shocked as if someone rubbed a balloon on my head.


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#1562
TheChosenOne

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I am as shocked as if someone rubbed a balloon on my head.


Um.... I wouldn't have been surprised.... Being rubbed with a balloon that is... I have a lot of younger siblings..

After spending time on the Fallout 4 forum. I am abit shocked. I thought it would be abit more mature, but it is just filled with alot of whining. :/


Of what exactly? Is it about the marriage you're in? Because I thought Tumbler had that on locked down

#1563
Fast Jimmy

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You could be a slaver (not a chief slaver) in Fallout 2, but there isn't any chance of being a pimp in any of them. You can try on your most ill-famed street, in your city, and see how it goes.


Arguably, getting married in FO2 allowed you to pimp out your spouse. But that's as close as you can get.

#1564
Vroom Vroom

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Um.... I wouldn't have been surprised.... Being rubbed with a balloon that is... I have a lot of younger siblings..
 

Sarcasm, most likely :P 



#1565
Akrabra

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Of what exactly? Is it about the marriage you're in? Because I thought Tumbler had that on locked down

I have never visited this tumblr that people talk about, but from the stories it seems like a place you visit to have an excuse to rip ones eyes out. Should i go there?

 

The marriage and the voice, and it is all the time. Well there are some good threads aswell ofc.


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#1566
TheChosenOne

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Sarcasm, most likely :P


I'm the oldest of 10 kids.... I had worse things rubbed on my head :(
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#1567
Gravisanimi

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I was in fact referring to the low amperage shock produced buy the static electricity generated by rubbing a balloon on someone's head.



#1568
TheChosenOne

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I have never visited this tumblr that people talk about, but from the stories it seems like a place you visit to have an excuse to rip ones eyes out. Should i go there?.


Not if you don't want to lose hope in humanity :(
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#1569
TheChosenOne

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I was in fact referring to the low amperage shock produced buy the static electricity generated by rubbing a balloon on someone's head.


https://m.youtube.co...h?v=IRsPheErBj8

#1570
Gravisanimi

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Read post as.

 

[Science 45]I was in fact referring to the low amperage shock produced buy the static electricity generated by rubbing a balloon on someone's head.


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#1571
Fidite Nemini

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After spending time on the Fallout 4 forum. I am abit shocked. I thought it would be abit more mature, but it is just filled with alot of whining. :/

 

You seen the ME:A subsection tear itself a new one over Johnny Cash?

 

Whining is the natural state of existence for fandoms.



#1572
SmilesJA

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I have never visited this tumblr that people talk about, but from the stories it seems like a place you visit to have an excuse to rip ones eyes out. Should i go there?

 

 

 

Do it to get get funny GIFs and Avatars. 



#1573
Kaiser Arian XVII

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Do it to get get funny GIFs and Avatars. 

 

Yes. Many funny GIFs names start with "Tumblr".



#1574
Decepticon Leader Sully

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There's really not much left of the Enclave.  After Fallout 3, I doubt they could threaten Little Lamplight anymore, let alone the Institute

Thing is its very likely they have satellite outposts and bases. after all they had access to there locations.   



#1575
Br3admax

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Yeah, FO3 pissed me off. It leads you to believe you will join the Enclave, but then they get wiped out. Broken Steel made things even worse. Apparently Bethesda doesn't understand some people like the Enclave and want to join their ranks like you can with the BoS.

You aren't supposed to like the Enclave. That's been clear since the 90s.