Kadayi
Newbie
- Joined
- Oct 6, 2003
- Messages
- 6,034
- Reaction score
- 0
In every single Bethesda game to date there wasn't a single instance in which we could skip the tutorial.
But past history has nothing to do with it, bizarre as this notion may seem games companies do evolve their products/approach over time. The only RPG franchise Bethesda have developed is the Elder scrolls series, and we already know from what's been written already that Fallout 3 isn't going to be Post apoc Oblivion, so I don't think it's sensible to draw too much from it.
Also, you can't really be acquainted with the world as a kid, as the Vault is completely shut off from the outside world. Isolated, the inhabitants know absolutely nothing of the outside.
Much like watching a lady exit a car, you either see it or you don't, and unfortunately it's become clear reading your posts Mikael that you don't. If you had the capacity to see beyond the red mist of your fanboy ire, you'd realise that the whole process they've developed is probably one where in you not only get to determine your characters abilities within a context and understand how those abilities work, but it also provides them as storytellers with an opportunity to set up a series of early encounters with characters you are likely to interact with later on in the game.
To me, as both a gamer and someone very much interested in game design it sounds like a clever approach to outlining character development, building upon the good work lionhead started in Fable and setting up potential long term motivations. The great problem with blank sheet character design is it is just that, blank sheet. Sure you might have the option to choose a background history, but words pail in significance against experienced events.
Let's say there is an incident where you get bullied at a young age, but later on in the game you encounter the bully in dire circumstances and have to make a decision as to whether to help him/her/ their family? Are you going to spite the bully because of childhood misdemeanors? Perhaps save his family but condemn him to death? Cheer on the mutants as they drag him away to his doom? Or put aside childhood differences and save him and his family?
Perhaps you meet a former girlfriend/boyfriend/friend who is apparently working against you. Are you going to try and persuade them to change their ways and see the light ? Are you going to cut them down mercilessly? Or are you pehaps going to usurp your mission instructions in favour of joining them?
A good RPG (like The Witcher) is based around setting up challenging and demanding moral and personal conflicts for the player to decide upon. If a 10 minute excursion into your characters childhood might help Fallout 3 deliver that, then personally I'm all for it. I couldn't give a shit what the social rejects at NMA think tbh.
Please feel free to respond intelligently. Childish ranting will only result in :dozey: