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Official Fallout 4 and DLC Discussion Thread


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#2376
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The technicality does not negate the false hopes that such statements can set in fans. 
 
It's something I wish developers would avoid saying, or at least attempt to further clarify.

Indeed, they shouldn't. And Darrah didn't. It was a magazine that reported the 40 endings. Darrah clarified What the magazine misunderstood a week later.
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#2377
Degenerate Rakia Time

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you know, for FO4 if you can play after the final story mission id prefer it if the game didnt have endings but instead the world changed based on your actions and you see the results for yourself



#2378
Fast Jimmy

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you know, for FO4 if you can play after the final story mission id prefer it if the game didnt have endings but instead the world changed based on your actions and you see the results for yourself


Impossible. You'd be remaking an entire game, using tons and tons of assets, resulting in HUGE cost and time... for an ending that something like 80% of gamers never reach.

Keep the inexpensive epilogue slides. They are the absolute best at reflecting choice and reactivity without breaking the bank (and locking the developers into only touching on two or three aspects of the game to reflect in the ending and nothing else.
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#2379
Degenerate Rakia Time

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Impossible. You'd be remaking an entire game, using tons and tons of assets, resulting in HUGE cost and time... for an ending that something like 80% of gamers never reach.

Keep the inexpensive epilogue slides. They are the absolute best at reflecting choice and reactivity without breaking the bank (and locking the developers into only touching on two or three aspects of the game to reflect in the ending and nothing else.

but whats the point of the slides if you can play after the ending and the stuff in them never happens?



#2380
Fast Jimmy

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but whats the point of the slides if you can play after the ending and the stuff in them never happens?


You can go back, replay the game and then see those endings change in signifiance ways?

Replay value of a game is, for me, HUGELY dependent on the feeling I get that playing the game again might result in different things happening. It's why I played DA:O nine times from start to finish and couldn't get through a second sitting of DA2. And it's why ME3 ruined the entire franchise for me simply because it's original endings refused to take any choice into consideration other than one made in the last five minutes of the game.

A game can't show you have the fate of a nation was changed by who you put on the throne without giving you a time machine or letting you play through ten years of game time... but an epilogue slide can with just a few lines of text. From a variance-per-dollar perspective, epilogue slides are the most effective ending presentation in the industry.
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#2381
Degenerate Rakia Time

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You can go back, replay the game and then see those endings change in signifiance ways?

Replay value of a game is, for me, HUGELY dependent on the feeling I get that playing the game again might result in different things happening. It's why I played DA:O nine times from start to finish and couldn't get through a second sitting of DA2. And it's why ME3 ruined the entire franchise for me simply because it's original endings refused to take any choice into consideration other than one made in the last five minutes of the game.

A game can't show you have the fate of a nation was changed by who you put on the throne without giving you a time machine or letting you play through ten years of game time... but an epilogue slide can with just a few lines of text. From a variance-per-dollar perspective, epilogue slides are the most effective ending presentation in the industry.

slides are perfect if you cant play after the ending, if you can they are immersion breaking, it would be better to have nothing at all than pointless sliders



#2382
Fast Jimmy

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slides are perfect if you cant play after the ending, if you can they are immersion breaking, it would be better to have nothing at all than pointless sliders


That's why I think games that let you keep playing are usually a bad idea. Skyrim has you stop the end of the world and choose the winning side of a civil war... and nothing feels different for it (even without ending slides). Fallout 2 lets you return to the Wasteland after destroying the Enclave and using the GECK to build a new city of perfection and equity... but you wouldn't know any of that, based on the complete lack of reaction from anyone except some random encounters in New Vegas (the porn studio being an excellent one).

Games will feel empty post-ending. Unless there is a lot of post-game content built in (something I can't recall ever seeing done to a high level), it might as well say "pretend that you are still playing your character at a point before the ending happened."

#2383
Degenerate Rakia Time

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That's why I think games that let you keep playing are usually a bad idea. Skyrim has you stop the end of the world and choose the winning side of a civil war... and nothing feels different for it (even without ending slides). Fallout 2 lets you return to the Wasteland after destroying the Enclave and using the GECK to build a new city of perfection and equity... but you wouldn't know any of that, based on the complete lack of reaction from anyone except some random encounters in New Vegas (the porn studio being an excellent one).

Games will feel empty post-ending. Unless there is a lot of post-game content built in (something I can't recall ever seeing done to a high level), it might as well say "pretend that you are still playing your character at a point before the ending happened."

im the opposite, i see not being able to continue playing as a reason to avoid the ending, i've played NV for hundreds of hours, ive only gone trough the final mission once and tbh i wouldnt mind a massive reduction in pre-ending content if that meant more post-ending reactivity



#2384
Degenerate Rakia Time

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random thought - why the **** would i want to build a city of perfection and equality? i'd prefer it if my slaves built an empire from the bones of my enemies (and children, because **** those immortal assholes)



#2385
Fast Jimmy

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random thought - why the **** would i want to build a city of perfection and equality? i'd prefer it if my slaves built an empire from the bones of my enemies (and children, because **** those immortal assholes)


Well, it is called a Garden of EDEN Creation Kit... not a Hell on Earth Creation Kit.

#2386
Fast Jimmy

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im the opposite, i see not being able to continue playing as a reason to avoid the ending, i've played NV for hundreds of hours, ive only gone trough the final mission once and tbh i wouldnt mind a massive reduction in pre-ending content if that meant more post-ending reactivity


Well, there is a word for that. It's called DLC.

#2387
Fast Jimmy

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im the opposite, i see not being able to continue playing as a reason to avoid the ending, i've played NV for hundreds of hours, ive only gone trough the final mission once and tbh i wouldnt mind a massive reduction in pre-ending content if that meant more post-ending reactivity

Also, that's the difference between a Bethesda Fallout and a Black Isle Fallout. Bethesda gives you tons of locations to explore and areas to discover. In a Black Isle Fallout game, there are probably a dozen or so locations to visit and these locations have lots of quests with many chocies, approaches and nuances to them.There is less time spent roaming around like in Bethesda games, finding random locations such as the Corvega factory that don't ultimately serve a purpose.

For me, I find more value thinking about the different ways I could resolve things in a number of different quests than I do exploring random ruins that, while cool, have no replay value or really bring anything new to the table.

I only beat Behesda games once - because once is all you need to see and do everything in a Bethesda game. That's not ideal.
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#2388
In Exile

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Also, that's the difference between a Bethesda Fallout and a Black Isle Fallout. Bethesda gives you tons of locations to explore and areas to discover. In a Black Isle Fallout game, there are probably a dozen or so locations to visit and these locations have lots of quests with many chocies, approaches and nuances to them.There is less time spent roaming around like in Bethesda games, finding random locations such as the Corvega factory that don't ultimately serve a purpose.

For me, I find more value thinking about the different ways I could resolve things in a number of different quests than I do exploring random ruins that, while cool, have no replay value or really bring anything new to the table.

I only beat Behesda games once - because once is all you need to see and do everything in a Bethesda game. That's not ideal.

 

I have to go further: I don't see "play" value a lot of the time in all of the content Bestheda offers because, fundamentally, I find it so similar. Which is why I've never actually even beaten any Bestheda product apart from FO3 at release and - way, way back when - Morrowind. But the more Bestheda games put out content, content, content and larger walking simulators, the less likely I am to beat the game even once. 


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#2389
Fast Jimmy

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I have to go further: I don't see "play" value a lot of the time in all of the content Bestheda offers because, fundamentally, I find it so similar. Which is why I've never actually even beaten any Bestheda product apart from FO3 at release and - way, way back when - Morrowind. But the more Bestheda games put out content, content, content and larger walking simulators, the less likely I am to beat the game even once. 

 

I do find I like the guild quests more than any other content of the game - Mages College, Dark Brotherhood, Thieves Guild... I would likely get the next TES game for these three things alone. And usually the Daedric shrine quests are pretty enjoyable (although far off the beaten path, to be sure). These quests often offer a bit more than the standard talk/explore/fight/return style, but any real story elements are good in these sections and often far outpace those of the main quests. I think the Civil War had more meat to it than the Alduin line did, but even then it felt odd and superficial.

 

Regardless... exploration elements are one of the big "things" about Bethesda games, so I don't see them reducing it any time soon. I just wish there was more purpose to some of the countless dots on the map we come across. Even well-crafted areas with good background don't really feel important if they are 100% self-contained, relating to nothing else in the game.


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#2390
Degenerate Rakia Time

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I do find I like the guild quests more than any other content of the game - Mages College, Dark Brotherhood, Thieves Guild... I would likely get the next TES game for these three things alone. And usually the Daedric shrine quests are pretty enjoyable (although far off the beaten path, to be sure). These quests often offer a bit more than the standard talk/explore/fight/return style, but any real story elements are good in these sections and often far outpace those of the main quests. I think the Civil War had more meat to it than the Alduin line did, but even then it felt odd and superficial.

 

Regardless... exploration elements are one of the big "things" about Bethesda games, so I don't see them reducing it any time soon. I just wish there was more purpose to some of the countless dots on the map we come across. Even well-crafted areas with good background don't really feel important if they are 100% self-contained, relating to nothing else in the game.

for me self contained areas are the best thing about Bethesda games :D im the same with all media, i like short self contained stories, not major arcs



#2391
Just My Moniker

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That feel when Fallout 4 is up for pre-order on the XBOX store but not on PSN

 

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How long must you make me wait to throw my money at you, Bethesda?!


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#2392
Barbarossa2010

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Fallout New Vegas...Hundreds of slide combinations, based on hundreds of actions you can take across the Mojave.

It's interesting to go look through the wiki at all possibilities...amazing...many things included there that I had no idea could be done; plus they were done well, and focused on important events, with the actual actors involved doing the narration...and they were long; no lip service given.

THEN, the DLCs got there own....and they were done just as well. Guess that's what happens when Avellone is your man on scene.

To hear Christine actually talk was...moving.
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#2393
Barbarossa2010

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#2394
Akrabra

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I didn't really like the gameplay of Dead Money, getting stripped of all my weapons etc and the enemies were abit meh. So the first 20 minutes i was a sour face and then i got all the companions and it was just perfect. 



#2395
Degenerate Rakia Time

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meh perfect ending, Dean and DogGod have to die :P



#2396
Barbarossa2010

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I didn't really like the gameplay of Dead Money, getting stripped of all my weapons etc and the enemies were abit meh. So the first 20 minutes i was a sour face and then i got all the companions and it was just perfect.


Just remember the hard part: "It's letting go..." ;)



#2397
Degenerate Rakia Time

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Just remember the hard part: "It's letting go..." ;)

oh please, got all the bars out like a boss :P



#2398
Barbarossa2010

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My Couriers as well. Decided that "letting go" was a lesson for others...



#2399
Reznore57

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Just remember the hard part: "It's letting go..." ;)

 

Dead Money ....errrrrrrrr...I hated playing it.

Ten minutes into it I was already like "I want to go back to the Mojave!"

The "Letting Go is Hard" theme really wasn't working for me , I didn't give a crap about the gold ,I can't even remember what I've done to Whathisface, crazy Brotherhood Santa Guy.

I remember running away with my collar bipping though .



#2400
Gravisanimi

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Dead Money is one of those DLC's that was rather polarizing.