Fallout series

Yeah I don't get the hype for the FO3 or FNV remasters. You might as well just play Tale of Two Wastelands if you want Fallout 3 but passable. All these remakes are going to do is slap UE5 rendering on top like with the Oblivion remaster. Might even fuck up some of the game's systems even more trying to "Fix" them like they did with Oblivion and make it worse.
Oh boy, I can't wait! :lit:
Isn't TES4RE like, ultra-hostile to mods for some reason?
 
That too. Pre-release they were even claiming it had no true mod support which made a lot of people drop it immediately. But autism always finds a way.
Yeah if they maintain that no shot, it gets a flash in the pan from tourists (ones even more so than show-fans, that is). Anyone interested in 3 will either TTW it (shit or not shit editions) or is autistic enough to run and mod the original release, same for New Vegas unless they butcher it and make it a remake instead of a rerelease.
 
Yeah I don't get the hype for the FO3 or FNV remasters. You might as well just play Tale of Two Wastelands if you want Fallout 3 but passable. All these remakes are going to do is slap UE5 rendering on top like with the Oblivion remaster. Might even fuck up some of the game's systems even more trying to "Fix" them like they did with Oblivion and make it worse.
Oh boy, I can't wait! :lit:
I will laugh if F3 demaster has higher sales than FNV demaster because of all the Fallout 3 "purists" who want that sweet, sweet green filter nostalgia, lmfao. I know at least one person in this thread who is no doubt giddy about it!
 
I will laugh if F3 demaster has higher sales than FNV demaster because of all the Fallout 3 "purists" who want that sweet, sweet green filter nostalgia, lmfao. I know at least one person in this thread who is no doubt giddy about it!
Tbh I didn't really mind the green filter. If anything else Fallout 3 had serious atmosphere. Unlike New Vegas where obviously things are more civilized, 3 really makes you feel like you're in an apocalyptic wasteland. New Vegas definitely had more of that post-post apocalypse atmosphere like the original 2 games. But Fallout 3 was just full on apocalypse. Several locations are just eerie, intentionally or not. I remember being creeped out constantly the first time I played years ago. Fallout 3 shined when you were just wandering around ignoring the shit writing and observing the land.

Fallout 3 had atmosphere if nothing else... It's just too bad that's all it had. :lit: (:_(
I also buy the theory that the game was originally meant to be set closer to when the bombs dropped but then they changed their minds near the end. It would explain so much.
 
Tbh I didn't really mind the green filter. If anything else Fallout 3 had serious atmosphere. Unlike New Vegas where obviously things are more civilized, 3 really makes you feel like you're in an apocalyptic wasteland. New Vegas definitely had more of that post-post apocalypse atmosphere like the original 2 games. But Fallout 3 was just full on apocalypse. Several locations are just eerie, intentionally or not. I remember being creeped out constantly the first time I played years ago. Fallout 3 shined when you were just wandering around ignoring the shit writing and observing the land.

Fallout 3 had atmosphere if nothing else... It's just too bad that's all it had. :lit: (:_(
I also buy the theory that the game was originally meant to be set closer to when the bombs dropped but then they changed their minds near the end. It would explain so much.
Fallout 3 can't be taken seriously with it's awful writing and lack of wordbuilding/consistency. It genuinely would have been a better game if it was set 20-30 years after the bombs and make more sense too, but then we couldn't wank out the Brotherhood and Enclave and sell all that lovely merch. Bethesda were hacks from the very start when they bought out the franchise.
 
Tbh I didn't really mind the green filter. If anything else Fallout 3 had serious atmosphere. Unlike New Vegas where obviously things are more civilized, 3 really makes you feel like you're in an apocalyptic wasteland. New Vegas definitely had more of that post-post apocalypse atmosphere like the original 2 games. But Fallout 3 was just full on apocalypse. Several locations are just eerie, intentionally or not. I remember being creeped out constantly the first time I played years ago. Fallout 3 shined when you were just wandering around ignoring the shit writing and observing the land.

Fallout 3 had atmosphere if nothing else... It's just too bad that's all it had. :lit: (:_(
I also buy the theory that the game was originally meant to be set closer to when the bombs dropped but then they changed their minds near the end. It would explain so much.
Fallout 3 with a combat system/engine like 4 would honestly be an infinitely better game than 4 if only for the atmosphere and Adam adamowicsz' art style being superior to 4
 
Fallout 3 with a combat system/engine like 4 would honestly be an infinitely better game than 4 if only for the atmosphere and Adam adamowicsz' art style being superior to 4
There is already a mod being made which ports Fallout 3 to Fallout 4(Capital Wasteland Project). Don't take my word for it, all of Point Lookout has already been ported and is playable right now, if you want to see how Fallout 3 with 4's mechanics would look.
 
Speaking of Cain again, I found a thread on rpgcodex that links his presentation from 2017 with some... questionable design ideas to say the least. See the bullet points yourself but tl;dr: niggercattle can't math so let's dumb down videogame math for them:
link to thread
  • Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
  • Mistake #2 - Letting Math Trump Psychology: Revealing the influence of the years he spent developing Wildstar, Tim wants to develop mechanics that are psychologically satisfying and addictive, even at the expense of mathematical elegance. For example, he says the player's first attack against an enemy should always hit even if his overall hit percentage is the same regardless, and that rather than allow players to increase their critical hit chance, they should only be allowed to increase their critical hit damage.
  • Mistake #3 - Conflating Player Skill With Character Skill: This one will be familiar if you've watched some of Josh Sawyer's talks. Aiming and hitting in an action-RPG should not be determined by character stats. On the other hand, things like the impact of recoil can be affected by stats, as well as the aforementioned critical hit damage.
  • Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
  • Mistake #5 - Forcing Linearity: This one is pretty self-explanatory. Tim says games are not movies, using Fallout's Tandi rescue scenario with its multiple solutions as an example of the sort of non-linearity he prizes.
  • Mistake #6 - Being Non-Reactive: Tim seems particularly interested in the sort of reactivity where characters in the world have different dispositions based on your character's background, clothing and attributes, as seen in Arcanum. He also loves having different end slides based on the player's choices in the game, using Temple of Elemental Evil's evil ending as an example.
  • Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot. Tropes likes the Chosen One protagonist and amnesiac protagonist are tiresome and should be discarded.
I hear now he leaks personal secrets from other devs during his time at obsidian now so that just makes him more of an asshole now imo, his work on new vegas only gets him so far
Some of his posts from rpgcodex:
I will say when you have debts like that, it made it all the more frustrating when expenses weren't paid back, especially for questionable reasons (true story - we had at least one instance where expenses to employees weren't paid back - not employee paychecks like I brought up before, but employee expenses - all because Feargus admitted in an email he wanted the company financials to look as good as possible for his own house refinance).

Feargus is not a sociopath. What Feargus has is pre-millennial entitlement and a lack of empathy. [...] Even putting employees aside, this entitlement caused tremendous problems with publishers, which I've already discussed. Even more concerning was when Feargus directly experienced being “unfairly” treated by publishers, that didn’t stop him from using the exact same practices with contractors and employees reporting to him – he didn’t take the time to translate his own experiences and see how they might apply to others should he do the same thing – he just passed the bad behavior along.

It's a long story, but Guido got fired b/c the VP (Trish), Feargus, and Parker all got sick of him (I'll be blunt - I was sick of him 4 days after he started because of how he treated people, but then he pissed off people with a lot more authority than me, which is the death knell). I almost quit because of Guido's management during Torment and went to Westwood, longer story. I'm glad I hung in there, though.

To save face (which arguably, should be a nice thing to do), Feargus allowed Guido to act as if it was "resignation." (When Feargus doesn't like someone, he encourages them... actively... to quit.)

Even though I got the real story later on, I will say his resignation definitely wasn't by choice to everyone hearing it when it happened (he had to tell the whole team in the conference room and very suddenly) - Feargus was sitting by him the whole time while he was making the announcement, being the crushing, you better-behave-and-stick-to-script invisible hand on his resignation shoulder as Guido, pouting and upset, told the room he was resigning. Guido didn't look happy or content at his own news, for sure, which is when I got suspicious.

Usually, people resigning are like, "I wish you all the best," and "fuck yes," and "happy to keep working in 2 weeks, then I'm out of this dump, AMF" (although Black Isle wasn't doing as badly as the rest of Interplay), but Guido's expression wasn't that of someone who was a-joy with his own news, and it wasn't something that a very cold-looking Feargus needed to be there for. It was pretty creepy.

Based on that and asking later for confirmation, I was told by Feargus it wasn't Guido's choice at all - he really had only one choice. But in truth, I didn't need that - because Chris Parker had told me almost a month before (thank god for beer), "Avellone, I don't think you'll have to worry about Guido for much longer." I just had to make sure that Parker hadn't been drinking too much for confirmation, which Feargus provided. Admittedly, he could have been lying.

But to be clear, Guido's firing wasn't because of me - I genuinely believe Guido just pissed off people at a higher grade than me, and they hit back - hard. I can't say I wasn't glad to see him go, since he had checked out of Torment long before (our leads used to catch him working on his DVD review website at work, and had lectured him about it). Also, while I doubt this was the reason, Feargus also kept getting upset b/c Guido kept saying the paycheck he (Guido) agreed to was too small.

There's other stories about his, but I'm just answering the Grauken question - I didn't have much interaction with him, I didn't think he was a good PD, and he seemed more focused on fighting with his former partners on Realms of Arkania vs. the project he was on. Overall, when Ken Lee took over as lead producer (and then was also mistreated by Feargus, which I thought was unfair), I was incredibly relieved.

Guido had less impact on PST on anyone he mentioned vs. his face on the cover of the game (which he orchestrated without telling anyone), and it's something that can be checked with metrics. I would have gladly replaced Guido with a clone of any of the three people he disparaged (even me, and I'd have killed the clone quickly to prevent it from taking over my life), and the game would have been far better for it. I thought his comments on the Deadfire name for Pillars 2 was hilarious, and a perfect example for how he acted at Interplay.

And this was while the other senior artists at Black Isle were busy hosting Quake servers in the middle of the day and letting Stonekeep 2 burn (which Colin McComb and I would write haikus to each other about, since it was symptomatic of how Black Isle Studios was run - the privileged could goof off all day, get "milestone bonuses" that no one else got, but the people actively making games and making progress didn't get or request the same treatment)

Be careful, it's one of Feargus's oldest friends. Feargus didn't tell us he hired him until after it had happened, and we all got pretty uncomfortable when the news was passed along (we didn't always hear about new hires at a PD level, which I thought was a mistake - but Feargus knew there'd be contention if we hired him, so he just went ahead and did it). I could deal with it as long as he was on other outsourced projects, but when those failed and got removed from Obs (and with good reason), I was sad to hear he became part of the core company, since even though I liked him, I thought he was symptomatic of the nepotism corporate culture that was growing in the company.

Also, speaking out about publishers also jeopardized the entire company as well and did hurt our future prospects (Feargus was told by publishers to stop broadcasting information, and that did jeopardize our relationships during the pitch process).
 
A NOTE FROM BETHESDA GAME STUDIOS / archive

Our teams are now developing The Elder Scrolls VI and Fallout 5 on Creation Engine 3, a shared technology platform we've been building since Starfield's launch. It allows our teams to support multiple projects simultaneously with new tools, rendering, and systems that define our games.
Fallout 5 is currently in preproduction.
I can't wait to hear the content creators whine about Bethesda using an updated version of their own engine instead of UE5...

Fallout 3 with a combat system/engine like 4 would honestly be an infinitely better game than 4 if only for the atmosphere and Adam adamowicsz' art style being superior to 4
I've been playing Fallout 4 recently and I miss the aesthetic of Fallout 3. He really nailed the art direction in 3.
I bet the Fallout 3 "remaster" will be visually as bad as the Oblivion Remaster.
 
Última edición:
  • Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
  • Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
I don't know why he's hung up on this idea of over-simplifying character creation with non-numeric stats instead of the more straightforward approach of a gradual build. He's also expressed frustration at players not realizing that reducing a stat to below the midrange would have negative consequences but never hit on the idea of having a symmetrical range (e.g., moving from a 10-point system ranging from 1 to 10, with 4 and below having bad consequences, moving to an 11-point system ranging from -5 to +5, with negative values having negative consequences). Likewise, you could allow for a gradual build, where all stats start off at 0 and you have 2 points to assign (but they can't both be spent on the same stat), and as you progress through the tutorial, you get sprinkled with 2 more points and the ability to reduce up to 2 stats by one point each and redistribute them as desired, then when you finish the tutorial you have the option for a full rebuild (like when leaving Goodsprings), and maybe get a few more points for the first 5 level-ups until your build is complete, since this would give you a chance to gradually learn the relative value of the stats in a low-stakes environment. (The full tutorial should, of course, be skippable after your first playthrough.)

He also doesn't seem to understand that people are frustrated with X-Com syndrome (missing a 95% chance to hit 3 times in a row) not necessarily because they don't understand probabilities, but because all large RPGs are buggy to some extent and they suspect that it might not be a perfectly fair roll. In a world where every RPG has at least one perk that doesn't work as advertised and many more with minor bugs, suspecting a buggy RNG is not unreasonable. Capping hit chance at 95% is also ridiculous at extremely close range, since if the muzzle of my shotgun is pressed up against an enemy's head, I should realistically have a 100% chance to hit. He's also advocated for the standard probabilistic model of random selection with replacement even for things where it doesn't matter for gameplay and random selection with deferred replacement would be more desirable (for example, shuffling music, where if you have 8 songs for a radio station, it would be preferable for the song that just played to have a 0% chance of being selected for any of the next 3 or 4 slots, so you don't get the "3 of the last 5 songs were Johnny Guitar" syndrome).
 
Oblivion Remaster who nobody cared.

Can somebody tell those fuckers the 'remasters" can sell hot cakes but for a short time?
people did care about oblivion remaster though, outside the shitty shilling everyone did a remake culture soypog and then went back to their OG oblivion/NV installation because script extender, the way a lot of people treated the oblivion remaster is more like a mod than a game, it's just there.

and you can bet beth/micro are hoping the same happens with the fallout remakes.
They're an interesting golden goose killing.
They had a golden egg laying goose. They didn't cut it open to get more eggs, they just neglected and didn't feed it and it starved to death.
i am honestly puzzled by this one because todd's golden goose is TES, not fallout, for todd fallout is more like the redheaded stepchild...
like "oh look the fallout show was alright in the normiesphere, yeah whatever" before going silent due to some self inflicted or microsoft enforced gag, he used to be talkative before FO76, memba? i am surprised he isn't trying a TES show or even movies while fallout gets in the AIDS-ridden hollyjew bed...
 
Anyone with a brain knows that this update was forced by Microsoft, especially after the ID software cuts. Asha has probably told them, that they're going to be the Elder scrolls/Fallout company.

We are more likely going to see Fallout games more, I wouldn't be surprised if Fallout 5 comes out before ES6 simply because of the "success" of the show. Seriously, who thought it would be a smart idea for a timer on some website and have it be nothing, and not an announcement for Fallout 3/NV remaster?

I for one, welcome out Jeet queen with her extensive cuts to studios. Nu doom is shit, its just Quake but gay and more Mary sue shit so ID deserve it for making such boring games. The only studio who I do feel slightly bad for is Undead labs. I would happily replace UL with 343 Halo studios.
 
Tbh I didn't really mind the green filter. If anything else Fallout 3 had serious atmosphere.
It helps that with or without tint fallout 3 still looks good
Fallout 3 can't be taken seriously with it's awful writing and lack of wordbuilding/consistency. It genuinely would have been a better game if it was set 20-30 years after the bombs and make more sense too, but then we couldn't wank out the Brotherhood and Enclave and sell all that lovely merch. Bethesda were hacks from the very start when they bought out the franchise.
But enough about outer worlds
Seriously, who thought it would be a smart idea for a timer on some website and have it be nothing, and not an announcement for Fallout 3/NV remaster?
anyone with half a brain could tell that the countdown was gonna be for something related to the show because the entire website was for behind the scenes stuff for the tv show. The countdown ended when the final episode came out, anyone who thought the remasters were gonna get announced deluded themselves
I for one, welcome out Jeet queen with her extensive cuts to studios. Nu doom is shit, its just Quake but gay and more Mary sue shit so ID deserve it for making such boring games.
Sorry chud you have to swap weapons and can't just use the super shotgun for 90% of the game anymore
 
Tbh I didn't really mind the green filter. If anything else Fallout 3 had serious atmosphere. Unlike New Vegas where obviously things are more civilized, 3 really makes you feel like you're in an apocalyptic wasteland. New Vegas definitely had more of that post-post apocalypse atmosphere like the original 2 games. But Fallout 3 was just full on apocalypse. Several locations are just eerie, intentionally or not. I remember being creeped out constantly the first time I played years ago. Fallout 3 shined when you were just wandering around ignoring the shit writing and observing the land.

Fallout 3 had atmosphere if nothing else... It's just too bad that's all it had. :lit: (:_(
I also buy the theory that the game was originally meant to be set closer to when the bombs dropped but then they changed their minds near the end. It would explain so much.
The green filter gets a lot of criticism but if a Fallout 3 remaster came out with it today, it would stand out if it kept that part of its aesthetic since that isn't really too commonly seen in the modern game landscape anymore.
 
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