Fallout series

Honestly interviewing the Bethesda crew is like rolling a dice anyway. The lead writer for Fallout 4 is Emil Paliguro. A guy who famously said regarding the late introduction on companions into the game and the obvious knock-on affect that had in-terms of underwriting the entire sacrifice narrative when you get a rad-proof companion right at the end of the game.

"So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.

So if we'd planned better, we could've addressed that more satisfactorily. But considering how it all went down, I feel good about the decision we made there."

http://www.1up.com/features/fallout-3-afterthoughts?pager.offset=1

Their entire narrative was effectively nullified and they were okay with it. Bethesda can't write for shit.
I remember there was a youtuber named Mr. B Tongue who went into how Bethesda designed the environments in Fallout 3 around being set pieces and not around having an actual coherent reason for being there.
 
I remember there was a youtuber named Mr. B Tongue who went into how Bethesda designed the environments in Fallout 3 around being set pieces and not around having an actual coherent reason for being there.
An interesting video and one that reflects my opinions greatly. I'm not going to lie, I'm a sperg for this kind of shit and have taken part in my Fallout RPs where I play everything as realistic as possible and do plan how people eat and such. This is what Bethesda does not do, they do stylised set pieces over substance. That is why New Vegas was a compelling narrative and world whilst Fallout 3 (aside from just being poorly written) was just a sandbox with little thought behind it.
 
The hell "dabbling" are you doing that requires 40 hours of troubleshooting? I never have a problem with installing a handful of mods on New Vegas.
I installed about 200 or so mods the first time around. Apparently that caused an issue where I couldn't even get to the main menu. Took me a long time to figure that one out.

I also have this tendency to install a mod first and read the description later, which meant that I was actually installing bug patches/rebalance mods that conflicted with each other and broke the game.

Then there was an issue with Archive Invalidated that wouldn't let me load the high-res textures I downloaded, which I eventually just gave up on.

Now? ... Hell if I know. I broke lockpicking. I don't even have any mods that touch that shit.
 
Honestly interviewing the Bethesda crew is like rolling a dice anyway. The lead writer for Fallout 4 is Emil Paliguro. A guy who famously said regarding the late introduction on companions into the game and the obvious knock-on affect that had in-terms of underwriting the entire sacrifice narrative when you get a rad-proof companion right at the end of the game.
In my personal opinion, one of his finest moments:
"If you play Fallout 3, you know, Liam Neeson is the voice of your dad, and there are some good emotional beats there, but there’s only so much you can do when you’re clicking on a line of dialog and there’s no spoken response. So the emotional depth that we got by having a voiced protagonist has actually [made the story] way more tense than I ever expected."

- Emil 'books don't have emotional depth' Pagliarulo
 
I installed about 200 or so mods the first time around. Apparently that caused an issue where I couldn't even get to the main menu. Took me a long time to figure that one out.

I also have this tendency to install a mod first and read the description later, which meant that I was actually installing bug patches/rebalance mods that conflicted with each other and broke the game.

Then there was an issue with Archive Invalidated that wouldn't let me load the high-res textures I downloaded, which I eventually just gave up on.

Now? ... Hell if I know. I broke lockpicking. I don't even have any mods that touch that shit.
You fucked up because you installed 200 mods. Max you can have is 139 or the game shits itself. It's something with the engine.
 
Honestly interviewing the Bethesda crew is like rolling a dice anyway. The lead writer for Fallout 4 is Emil Paliguro. A guy who famously said regarding the late introduction on companions into the game and the obvious knock-on affect that had in-terms of underwriting the entire sacrifice narrative when you get a rad-proof companion right at the end of the game.

"So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.

So if we'd planned better, we could've addressed that more satisfactorily. But considering how it all went down, I feel good about the decision we made there."

http://www.1up.com/features/fallout-3-afterthoughts?pager.offset=1

Their entire narrative was effectively nullified and they were okay with it. Bethesda can't write for shit.
This makes me a little upset and less excited for FO4. I've never read this interview before, but the idea that the team thought that introducing a new follower which has little to no effect on gameplay took precedence over the whole main plot is just insane to me. All they had to do was either add an ending where the Wanderer lives on or just create a situation where followers are separated from the Wanderer before the last quest (Sending followers on some sort of mission to divide and distract the defending forces at Project Purity for example).
Hey, look I did Emil's job for him. Wow that was hard.
 
This makes me a little upset and less excited for FO4. I've never read this interview before, but the idea that the team thought that introducing a new follower which has little to no effect on gameplay took precedence over the whole main plot is just insane to me. All they had to do was either add an ending where the Wanderer lives on or just create a situation where followers are separated from the Wanderer before the last quest (Sending followers on some sort of mission to divide and distract the defending forces at Project Purity for example).
Hey, look I did Emil's job for him. Wow that was hard.
Bethesda's philosophy seems to be: Aw fuck it, people don't play RPGs for story, or emotional depth, or even roleplay. deep down people just want to screw around with a big fedora-tipping supermutant in the wasteland and shoot things.
 
200 is far, far, far past dabbling. As was already mentioned, you can't really go above ~150 mods because the engine just starts shitting itself. It's fairly well documented.
That, uhhh... actually explains a lot.

I'm probably gonna go back and take out some of the things that I went a bit overboard on. Thanks guys.

I guess having four different rebalancer mods and two different mods that changed the entire world and how all the AI acted and everything was probably going a bit too far...
 
Every day I become more and more fearful of Fallout 4. My hype is getting closer and closer to disgust and disappointment as we near release.

Should have done like I did and not really have much hype for it in the first place. Mods and head-canon theories will probably fix most of the bumps, but when it comes to recent Bethesda games, don't expect much or expect them to learn anything from their mistakes. Especially when they're turning profits on games like they do.
 
Honestly interviewing the Bethesda crew is like rolling a dice anyway. The lead writer for Fallout 4 is Emil Paliguro. A guy who famously said regarding the late introduction on companions into the game and the obvious knock-on affect that had in-terms of underwriting the entire sacrifice narrative when you get a rad-proof companion right at the end of the game.

"So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.

So if we'd planned better, we could've addressed that more satisfactorily. But considering how it all went down, I feel good about the decision we made there."

http://www.1up.com/features/fallout-3-afterthoughts?pager.offset=1

Their entire narrative was effectively nullified and they were okay with it. Bethesda can't write for shit.
Well they did sorta try to give an explanation for why the followers won't activate the purifyer in the base game. Charon's brainwashing to obey his contract basically makes him unable to do anything that doesn't involve blowing something's brains out, dogmeat is a (adorable) dog that isn't capable of activating it, and Butch, Clover, and Jericho are all way too selfish to ever sacrifice themselves like that. But Fawkes, Cross, and the robot totally could've done it and their excuses for not doing it are bullshit.
 
Well they did sorta try to give an explanation for why the followers won't activate the purifyer in the base game. Charon's brainwashing to obey his contract basically makes him unable to do anything that doesn't involve blowing something's brains out, dogmeat is a (adorable) dog that isn't capable of activating it, and Butch, Clover, and Jericho are all way too selfish to ever sacrifice themselves like that. But Fawkes, Cross, and the robot totally could've done it and their excuses for not doing it are bullshit.
This is even shown in Broken Steel's revision of the ending. Where you can ask Fawkes to activate the purifier for you and he goes "Good idea why didn't I think of that"
 
This is even shown in Broken Steel's revision of the ending. Where you can ask Fawkes to activate the purifier for you and he goes "Good idea why didn't I think of that"
Doesn't each follower sort of criticize the Wanderer for sending them in? I know for certain that if you choose to send someone into the purifier, Perlman says something about how the Wanderer is a coward for not wanting to die a pointless death and (insert follower's name here) is a true hero.
 
  • Agree
Reactions: Count groudon
Doesn't each follower sort of criticize the Wanderer for sending them in? I know for certain that if you choose to send someone into the purifier, Perlman says something about how the Wanderer is a coward for not wanting to die a pointless death and (insert follower's name here) is a true hero.
Everyone knows that pointlessly sacrificing yourself even when it's not necessary is the sign of a true hero, silly!
 
Doesn't each follower sort of criticize the Wanderer for sending them in? I know for certain that if you choose to send someone into the purifier, Perlman says something about how the Wanderer is a coward for not wanting to die a pointless death and (insert follower's name here) is a true hero.
In the vanilla game yeah. When you install Broken Steel though Fawkes at least goes in when you ask him to. I know the ending FMV was unchanged though and Ron Pearlman's quote is the same. (And his quote is actually in reference to Paladin Lyons who you could always send in).
 
  • Informative
Reactions: GeorgeDaMoose
Holy crap, guys. Y'know how I said I haven't checked my fallout shelter in awhile? Turned out the guy survived this whole time. He'll be back with an incredible haul of loot in 16 days. Meaning I'll probably have fallout 4 by the the time he gets back.
 
  • Winner
Reactions: Count groudon
Back