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Bethesda spits on your fancy cityboy talk in Fallout 3 photo

I really, truly, honestly meant to post this many weeks ago, so forgive me, but I've searched the archives and found no mention of it.  Aeropause reports (with a consternation that I share) that Fallout 3 might be too much shooty, not enough talky.  From an interview with the devs over on 1up:

 1UP: You've mentioned that the game will have multiple endings, perhaps as many as a dozen. Without giving away any spoilers, can you explain the sorts of things that will affect which ending the player reaches? For example, will conversations affect the outcome of the game, or is it primarily larger-scale, world-shaking actions?

EP: We went back and forth with the impact of dialogue on the character, and ultimately decided we didn't want to penalize or reward the player for carrying on a conversation. What you say and how you say it will certainly affect how NPCs react to you, and whether or not they'll give you quests, but not the ending of the game. [That] really depends on some of the big decisions you make during the course of the game, as well as your karma. And your karma changes based on your actions. So [if] you destroy Megaton [a city built around a supposedly inert atomic bomb], your karma plummets, so that will certainly affect the ending. But there are other moments too, key moments during the game, that greatly determine which ending you get.

Emphasis mine.

I maintain that sequels should never be expansion packs, and that Same Shit, Different Day (SSDD) is a terrible game development model.  But as much as I despise the kneejerk, nostalgia-mongering attitude of many gamers when faced with terrifying new additions to their favorite franchises (I'm looking at you, No Mutants Allowed, you bunch of cretins), the fact remains that the retention (or expulsion) of some recurring traits can make or break a sequel.  Rewarding or punishing the player for conversational decisions is a fairly major part of intelligent roleplaying games.  Particularly Fallout.

Now, Aeropause seems to go a wee bit overboard with their reaction to what is really a small part of a larger, more all-encompassing interview.  The interviewee does state that NPCs will be affected by conversation, but doesn't particularly quantify the statement.  I will wait and see.  Dubiously.  Steepling my fingers and raising one eyebrow.

Fallout 3 to Eschew Long Dialogue Paths [Aeropause]

UPDATE: This interview sparked a shitstorm that caused the lead designer to issue a correction here








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32 comments | showing # 1 to 32
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whiteboy0869's Avatar - Comment posted on 09/29/2007 05:34
whiteboy0869
1st post bitches
whiteboy0869's Avatar - Comment posted on 09/29/2007 05:37
whiteboy0869
My blog has Awesome Tits at the top of the screen. HaHa
Rainbowblack's Avatar - Comment posted on 09/29/2007 05:39
Rainbowblack
Can somebody tell em why destructoid needs numbered posts?
whiteboy0869's Avatar - Comment posted on 09/29/2007 05:49
whiteboy0869
Because Dtoid has it like that.
Eliza Gauger's Avatar - Comment posted on 09/29/2007 05:51
Eliza Gauger
This "first post" shit was old three years ago.
Churchhills Dog's Avatar - Comment posted on 09/29/2007 05:52
Churchhills Dog
NMA mouth breathers will make Eliza their patron saint.
Chris Morris's Avatar - Comment posted on 09/29/2007 06:07
Chris Morris
I still stand by Fallout 1 & 2 as two of the best PC RPG's ever conceived. (Followed closely by BG2 and NWN) Those games turned me on to the entire post-apocalypse genre as a whole. It is somewhat unfortunate that nothing has ever topped them. At the same time though, how do you honestly top that? When I first heard the news of F3 I was pretty excited, it was about damned time for a proper sequel. Recently though, I am a little bit worried about the direction Bethesda seems to be taking the game in. Oblivion with a post-apocalyptic skin essentially. I liked TES4, but the overall game design felt very lacking when compared to Morrowind. Almost like they didn't see the value in handcrafting anything anymore. It killed a lot of the immersion factor for me as well as the thrill of getting lost and always finding something interesting to explore. I truly hope this doesn't carry over into the new Fallout.
/rant off

Also, thanks for the post. ;p
whiteboy0869's Avatar - Comment posted on 09/29/2007 06:10
whiteboy0869
Yes, 1st post was old years ago, and everybody still does it. But hey, I just became a member yesterday, cut me some slack. I've always wanted to be the asshole who says 1st Post fucker!

And now I am that asshole. Thanks for the post, have a good day.
SourGr8pes's Avatar - Comment posted on 09/29/2007 06:25
SourGr8pes
It's zero post, not first post. Check the number.

Epic failure.
epoch's Avatar - Comment posted on 09/29/2007 06:49
epoch
this is just saying that conversation choices won't effect the ending of the game, I think it's fine that your actions define the ending.
Nyteshade's Avatar - Comment posted on 09/29/2007 06:56
Nyteshade
I agree with epoch...
Conversations effect Karma...
Karma effects ending...

I think people are flipping out about nothing, they just said no specific conversations change the ending per se. It's not like all of a sudden conversations won't matter to game play or quests. It's not like all of a sudden conversations will be unimportant and useless...

This is people who are looking for every little fault in the game that means it won't live up to Fallout 1&2, but this isn't going to be our old school Fallout. With the move to an entire new form of presentation, there are without a doubt going to be changes to the basic form.

Can we at least wait for a demo/playable version till we start bashing?



PS. I am a HUGE Fallout fan and will be leading the mob to burn down Bethesda if they screw F3 up, but lets give em a chance at least!
Boolean's Avatar - Comment posted on 09/29/2007 08:30
Boolean
I've thought this over, and come to the following conclusion:

*shrugs*
Bricfa's Avatar - Comment posted on 09/29/2007 09:07
Bricfa
Sounds very cool. Never played the first two, but I think I might pick this one up - when is it due out?
Milhouse's Avatar - Comment posted on 09/29/2007 09:48
Milhouse
I'm a long-time Fallout fan, and I'm the one disagreeing with the kind of thoughts given by fans such as those on NMA.

Above all, let's see the product Bethesda will release before judging too much. It does look promising so far, even if I won't spend 30 minutes navigating through a dialogue tree. Sad to say it, but the casual gamer of nowadays is dumber than in the start of the nineties. And if they want to reach the casual market and not only hardcore RPgamers, they have to do some adjustements.
Colette Bennett's Avatar - Comment posted on 09/29/2007 09:55
Colette Bennett
This concerns me a bit. I suppose being a primary RPG fan I think dialogue is essential and it bugs me that a lot of people skip it, but each to their own. It just seems this points to the idea that those gamers that don't have the patience to talk to NPCs are influencing developers. I'm not saying either type of gamer is better or worse, but I don't want to lose a great deal of what makes adventure games immersive to me.
Cheeburga's Avatar - Comment posted on 09/29/2007 10:22
Cheeburga
Well, I really wish that speaking would have a bigger influence on your playing. (ala Mass Effect)
But the game should still turn out great.
NukaCola's Avatar - Comment posted on 09/29/2007 10:45
NukaCola
Here's the funny thing, in a later interview Emil totally contradicts what he said in this interview and says that dialogue DOES play a crucial part in possible outcomes.
Maurice Tan's Avatar - Comment posted on 09/29/2007 10:50
Maurice Tan
They'll probably just adapt the Oblivion conversation system a bit..

I'm all for good conversations in games. I read pretty much all the dialogue in KOTOR, because I wanted to see what NPC's had to say in that universe. But most standard RPGs have NPCs talk like this "Our village is under threat from <threat>. It has been so hard on <the people> <my children>. <blablabla>. Would you please help us from <threat>?".

I just skip that kind of dialogue, it never goes beyond a simple story to mask a couple of clearcut objectives. Sometimes they'll add hints to a larger conflict on larger quest in an RPG. In that case, NPC's almost always give you so many hints about the larger quest, that when you are finally told to embark on it, you could just as well skip that part of the dialogue because you already know what to do.
For example in Blue Dragon: if you skip ALL the dialogue, you would probably not miss a thing. Except for those couple of lines where they tell you where to go, while there is no logbook for quests.
bluemeep's Avatar - Comment posted on 09/29/2007 10:55
bluemeep
It worries me slightly in that conversations should be able to impact your gameplay, be it negatively or positively. What I'm hoping this interview meant was that there aren't any issues like in Arcanum. For the unfamiliar, it's a similarly designed game where every single dialog response list contained at least one phrase in which you declare to the universe that it's time for you to murder the NPC you're talking to.

Every fucking one. Regardless of whether or not it's an important plot NPC. Personally, I could do without that.

Also, direct spoilers from the dev team are the tops.
Oninusar's Avatar - Comment posted on 09/29/2007 10:57
Oninusar
This is now using the same engine as oblivion everyone first needs to understand this is not that ENGINE, dialog is a completely re written code seprate from anything oblivion ever did or was.

Secondly this is the new era of gaming, Fallout was designed for sub standard systems with crappy graphics and no horsepower, dialoge was the only way to lengthen a game, Dialog was the main way to create a game that had replay value and tell a story...

Now we have cut scenes and moves and scripted events that can cove alot of ground. i think its a shame they had to cut out the dialouge importance a little bit but most people just through there assholes about things that are not for certain...
Oninusar's Avatar - Comment posted on 09/29/2007 11:01
Oninusar
@bluemeep yeah everyone on the planet knows your first quest is to blow up a city... WTF, thats just retarded to keep bringing it up, there no WOW factor with that anymore, the biggest graphical thing you'll see in the game... its been spoiled and destroyed and theres nothing left to wonder about... we know its there and NOW we know we don't have to do it... nice going ass holes...
bluemeep's Avatar - Comment posted on 09/29/2007 11:16
bluemeep
I didn't know it.

In fact, I generally skip articles related to games I want to play because something like that might be spoiled. Same reason I've read hardly any Bioshock posts. It'll be awhile until I can play it and I don't want anything ruined.
Briosafreak's Avatar - Comment posted on 09/29/2007 12:15
Briosafreak
Hey Eliza. This is Briosafreak from Fallout3: A Post Nuclear Blog. I just wanted to make two comments:

1)I'm a member of the NMA forum, worked there a few days ago. Still I assure you I'm not a cretin. Really. Do take my word on that.

2)That unfortunate quote from Emil led to some controversy indeed, but Emil already put the record straight a few weeks ago.
Seems it was a misunderstanding.

All the best
Briosafreak's Avatar - Comment posted on 09/29/2007 12:16
Briosafreak
A few years ago, not days, my work at NMA.
demon_beast82's Avatar - Comment posted on 09/29/2007 12:40
demon_beast82
The detailed preview I saw at NMA had me coming away thinking the game is going to be more like stalker (for the pc) with a fallout face-lift. Personally When people say Bethesda makes great RPGs I don't get it, as though all types of RPGs are the same. When I think Bioware I think good writing, interesting characters and story. When people think of Bethesda I think of good graphics, open world and dungeon crawling.

to Oninusar: It actually is the same dialog system and if the destroying arcanum quest pissed you off, then being asked to destroy megaton (the first town you visit) as soon as you get there should really annoy you.
Sharpless's Avatar - Comment posted on 09/29/2007 13:09
Sharpless
Psh. I feel nothing. Silliness. Don't be afraid of shooting, guys. It does not always equal a dumbed-down game.

And nothing is old to us, Eliza. However, Whiteboy fails because he actually got Comment Zero, not the first post.
ghettobelmontes's Avatar - Comment posted on 09/29/2007 13:28
ghettobelmontes
As far as SSDD being a terrible business model, its been working out pretty well for the Guitar Hero series....
bluexy's Avatar - Comment posted on 09/29/2007 13:52
bluexy
While this article brings up a great point, due to the pic I was slightly dismayed it wasn't about the lack of retarded protagonists in modern gaming.

An interesting idea in regards to the finer details of the game, but you're really pushing the meta here. So long as during gameplay it feels like your conversations are having an affect on your character's direction, or the conclusion, then mission success!
osirisomeomi's Avatar - Comment posted on 09/29/2007 14:20
osirisomeomi
Frankly, the conversatoin trees in Fallout 2 made the game for me. It was the basis for most of the humour of the game, as well as making for very interesting decision consequences (i'm thinking vault city when you pass the test to become a citizen). The wrong choices in a conversation can turn a room into a bloodbath. It was quite possibly the single most defining feature of the series. Being able to talk your way into and out of increbilby interesting and entertaining situations made the game, and that they are taking it out means that this cannot be a real fallout sequel, but an oblivion sequel instead.
UNDERSTAR's Avatar - Comment posted on 09/29/2007 22:55
UNDERSTAR
29 bitches!!!
Bob Muir's Avatar - Comment posted on 09/30/2007 00:57
Bob Muir
Don't forget that the developers for Bioshock went around just calling it an FPS near the end, even though it's definitely not the typical FPS.
Fading Star's Avatar - Comment posted on 10/01/2007 01:50
Fading Star
We'll see how this turns out in the upcoming months. It doesn't seem like a big loss. He said that the game's outcome will be determined indirectly by your conservations, which I have no problem with. We're are counting on you, Bethesda.
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