Fallout series

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They also have Jet, even tho it was established it was a drug local to New Reno so how it made it's way to the other side of the country(and who the fuck even produces it) is also left unexplained.

Honestly, this can easily be explained away that Jet is just that popular of a drug that caravans travelling around just spread it through the wasteland. As to who is even making it, well, anyone with a general grasp of chemistry, enough resources and a "general" idea of the recipe. I do not think that Jet from F2 is the same from Jet from 3 and 4, the same way crack made in a corner of the country will be different when it was made in other locations.

I have a lot of issues with Bethesda Fallout but Jet is one of the few that have a reasonable explanation without NEEDING one stated to us. Bottlecaps? Thats related to important world building elements that HAVE to be addressed as SOMETHING needs to back up the value.

It would really make sense to have Water Merchants because water is a big recurrent theme in the game. You could even argue that the one that started this bottlecap economy is someone that either heard stories of them being used that way on the other side of the nation and thinking "shit, thats a good idea" or someone from California/The Hub that has gotten to the East Coast, by choice or not, and decided that he can make a bank by replicating the idea in the Capital Wasteland.

See? There are easy solutions that even pay proper tribute to the original lore from Interplay. Derivative? Sure but you can argue that it is paying tribute and showing its ideas spreading through the nation. Im not asking too much, just a simple in universe explanation that wouldnt hurt anyone to add in the form of dialogue and subtle worldbuilding.

But here I am, putting more thought into things than 95% of modern writers bother with.
 
I have a lot of issues with Bethesda Fallout but Jet is one of the few that have a reasonable explanation without NEEDING one stated to us
You mean before or after the retards who designed Vault 95 thought Jet was a pre war drug? Perfect example of Bethesda not understanding their own IP and being too lazy/stupid to do any basic research on the wiki.
 
You mean before or after the retards who designed Vault 95 thought Jet was a pre war drug? Perfect example of Bethesda not understanding their own IP and being too lazy/stupid to do any basic research on the wiki.

Obviously before. Im talking about Jet's presence in the East Coast itself, not inside a vault that shouldnt have any POST-war drugs.

The writer of the quest eventually resorted to "look, it's fiction, who cares" excuse, basically the rage quit equivalent of a writer.
 
On one hand it makes sense that the Enclave would have sectors all over the US. On the other hand, for God's sake how many times will they bring these guys back as the big bad? I'm just surprised that it didn't turn out that the Institute was a front for the Enclave.
The genetic purity motive for kidnapping Shaun that played no part in anything is the lynchpin to that idea. Otherwise they could've kidnapped any child because they don't care about genetic purity and will any any competent outsider.

The only reason the Enclave ended up not being the villain again is because you'd have the same villain for 2 games in a row. I think they would've become the villain again eventually, because 3 is adamant about them not being wiped out (you ask 4 separate characters about the Enclave's fate and they're all "we did a severe blow to them, it'll be a while before they're back") but at the same time the Institute we see in 4 and its setting feels adhoc probably because it was adhoc.

7 year development + lead writer only coming on in the same year it was released = something was changed about the story last minute imo
 
The genetic purity motive for kidnapping Shaun that played no part in anything is the lynchpin to that idea. Otherwise they could've kidnapped any child because they don't care about genetic purity and will any any competent outsider.

The only reason the Enclave ended up not being the villain again is because you'd have the same villain for 2 games in a row. I think they would've become the villain again eventually, because 3 is adamant about them not being wiped out (you ask 4 separate characters about the Enclave's fate and they're all "we did a severe blow to them, it'll be a while before they're back") but at the same time the Institute we see in 4 and its setting feels adhoc probably because it was adhoc.

7 year development + lead writer only coming on in the same year it was released = something was changed about the story last minute imo
The reason why The Institute were the villains was because they were planned to even before Fallout 3 was finished, genius. Why do you think they sneaked in that Android quest in Rivet City, if not to give players a preview of the upcoming sequel?
If I remember correctly, Enclave wasn't ever going to be part of Fallout 4 in any capacity, there is off-hand mentions here or there but they only became part of the game in one of the recent shitty updates, the one that forced a ton of Creation Club slop into the base game.
 
The reason why The Institute were the villains was because they were planned to even before Fallout 3 was finished, genius. Why do you think they sneaked in that Android quest in Rivet City, if not to give players a preview of the upcoming sequel?
If I remember correctly, Enclave wasn't ever going to be part of Fallout 4 in any capacity, there is off-hand mentions here or there but they only became part of the game in one of the recent shitty updates, the one that forced a ton of Creation Club slop into the base game.
There's no issue with them being villains, it's that particular aspect I'm taking issue with. There's zero purpose to it in the end other than to justify why the Institute took your son, but its relevance as a motive stops there.

The Fallout 4 we got was the result of bringing Emil on last minute to change – or rather, I theorise – add a story, it was something else 6 years prior to what we got in the end. I hypothesise Fallout 4 was the original 76 (prequel, multiplayer) because why is the lead quest writer only just getting their position 9 months prior to release? It's almost like he was working on something else prior and had to make something up quickly to fit a pre-existing skeleton.
 
I assume somebody's mentioned this before, but cleaning up post-Super Bowl has made it very obvious to me that Bottle Caps would make for a terrible currency. Even within the context of the game where they made the most sense, Fallout 1, how do the Water Merchants expect somebody to cart around and then sort out two thousand bottle caps? Thirty three is already enough to be a pain in the ass.
They'll check weight and volume to get the approximate number. Also, its Fallout. Its not like time is a precious resource in that environment.
 
There's no issue with them being villains, it's that particular aspect I'm taking issue with. There's zero purpose to it in the end other than to justify why the Institute took your son, but its relevance as a motive stops there.
So all this other shit, like kidnapping people and dipping them in FEV for funnies, or destroying entire towns and scrapping them for parts doesn't make them villains in any sense? You're retarded. It's clear as day that Institute are supposed to be Vault Tec 2.0, Think Tank without the brain bots, they're basement dwelling scientists with zero morality who could make the world a better place with their inventions, but never will. That's what makes them villains at the end of the day, the fact they kidnapped your son just kicks off the story. Enclave would have also been evil villains in F2 or F3 even if they didn't kill or kidnap your family in those games, and no matter what the story would have been you would likely still have to stop them at some point.
The Fallout 4 we got was the result of bringing Emil on last minute to change – or rather, I theorise – add a story, it was something else 6 years prior to what we got in the end. I hypothesise Fallout 4 was the original 76 (prequel, multiplayer) because why is the lead quest writer only just getting their position 9 months prior to release? It's almost like he was working on something else prior and had to make something up quickly to fit a pre-existing skeleton.
What the fuck are you even talking about? They worked on the story of Fallout 4 before Fallout 3 even finished development, and it's clear that Institute was always going to be a part of it.
 
holy fuck if bethesda actually wanted to make fallout 4 that way instead of just shitting out some retarded story there is no hope for elder scrolls 6 and fallout 5
Emil infamously said that he treated story of Fallout 4 like an afterthought because "players would just rip the pages out of the book and make paper planes out of them", which is why the game is filled to brim with shitty generic KILL LOOT RETURN quests instead(and why 95% of the Creation Club content, the official paid mods Bethesda hosts, are structured like this too). Then you have whatever the fuck Starfield was, a game with no story or factions or any worldbuilding worth a damn and zero design documents written on any of them. And after all that, you still had any inkling of hope for TES6 or Fallout 5?
 
alongside the porno recording studio
can lore experts explain how society has advanced to the point of having recording equipment? actual film is rather a complicated process to make, especially enough of it to record entire videos. outside of cars, it feels like a good chunk of society was already back to where it was before the nukes went off
 
So all this other shit, like kidnapping people and dipping them in FEV for funnies, or destroying entire towns and scrapping them for parts doesn't make them villains in any sense? You're retarded.
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Did you even read my first sentence?
They're villains, but the exact identity of their villainy is incongruous to how they're presented in the first and second half of their own story. You're echoing my sentiments of the Institute I spoke out last year pretty much word for word, but I prefer to dwell on the why and how of something in lieu of outright dismissal because something lead to the current decisions and present of the Fallout franchise. The motive is more important in a story rather than the end result because a good action done for a shit reason is less memorable than a bad action done for a good reason (in terms of story writing quality).

What the fuck are you even talking about? They worked on the story of Fallout 4 before Fallout 3 even finished development, and it's clear that Institute was always going to be a part of it.
Yes, they developed the story of 4 before the release of 3, which implies it was also done at the exact same time as 3. What was envisioned for 4 was probably vaguely pictured as far back as 2007 or 8 alongside Fallout 3, given the brand was acquired with multiple games in mind as per Pete Hines. However 3's development most probably did not match what 3 was pictured as on paper, which meant 4 was it was envisioned was a sequel to a game which no longer existed since it has changed over the course of its development.
The 4 we got was not what was almost definitely not the original vision. This is even reinforced by Bethesda themselves.
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The "one holdover" from the original version of Fallout 4 according to Emil is Nick Valentine, who was also one of the first characters he conceived. (In case you wanted any more proof of Emil's lack of care, yes, he wanted a synthetic/android robot detective in Fallout in 2009)

Despite the lengthy development time, Fallout 4's dialogue only finished recording 1 month prior to release, and similarly Emil's assignment to the dev team being in February of 2015, implies to me that things were changed and added last minute.

This isn't unprecedented (changing things during the last year of development thus negatively affecting the quality). Mass Effect 3 had an infamous leak back in the day that necessitated changing the story as a consequence, and similarly I think the original intentions for 4 were changed just to not make it a 1:1 to how things were originally in the leaks that came out a year or two before release.

One of the earliest leaks of Fallout 4 came from a supposed employee in January 2013 and gives us:
  • First and foremost, the game will take place in Boston, and be kind of a direct sequel to Fallout 3 with a few groups returning.
  • From what it sounds like, "The Institute" is pretty much the downtown DC or New Vegas of this game. Boston is going to be unlike anything we've seen in a Fallout game before, with buildings more on par with cyberpunk and retro-futurism.
  • Androids play a big part in this game. The railroad from Fallout 3 is a faction. The enemies of the railroad is "the Plantation" -- a group who force Androids to farm so that Humans can get food. The Institute is highly advanced and probably obtained or built their own GECK to start a farm.
  • Due to complaints about using Super Mutants and the Brotherhood of Steel in Fallout 3 excessively and going against the lore too much, Bethesda has decided to avoid using these groups. Bethesda wants to make a new "race" (think Ghoul, Super Mutant) which will be central to Boston. Bethesda is currently looking at Lovecraftian fiction since Boston is around "Lovecraft Country".
  • Bethesda has no plans to reinvent the leveling up system to make it more like Skyrim and want to make Fallout 4 more distinct from Skyrim since of the complaints that Oblivion and Fallout 3 were too similar. Bethesda is thinking about introducing a system, similar to Skyrim, where your skills can level up if you perform certain tasks.
Fallout 4 trajectory was at least decided on by 2012/2013, however it originally lacked the BoS and Super Mutants entirely.
It did however have a level up system designed to be distinct from Oblivion and 3 i.e. no skills, but more skin to Skyrim's perk system.
So the setting, factions, gameplay systems, etc, were decided on in 2013. However by 2015, things had deviated from this leak (a leak which would've been discounted has Jason Schrier not all but confirmed it later that year) and I think this was done in the final year of development (2015).

When you reduce things to "just because" it eliminates the need to think and consider it more deeply on your part. The "how" and "why" of things is fun to speculate and mull over.
If you don't find it fun in any capacity to do this, it's because dwelling and picking over the pieces of Fallout, good or bad, simply doesn't appeal to you.
I'm a big fan of the series, so I get that it's difficult for you to see why I find this fun.
For you, it's not worth your time, essentially. Which I fully understand. I'm well acquainted with tourists.
 
They're villains, but the exact identity of their villainy is incongruous to how they're presented in the first and second half of their own story.
Like half of the worldbuilding in this horribly written game is all about how evil the Institute is, either out of malice or because they're retards that just want to play with their toys and everyone has to suffer(for example, the synth that went rogue and started a massacre in Diamond City and started the age of paranoia over being replaced). Did you even play the game? One of the few things Fallout 4 does well is actually present Institute as a proper threat, not because they have all this advanced technology and not even because they are amoral psychopaths but because there is nobody to keep them in check and because they're, quite frankly, kind of retarded. Just like Big MT scientists if they ever left the Dome.
You're echoing my sentiments of the Institute I spoke out last year pretty much word for word, but I prefer to dwell on the why and how of something in lieu of outright dismissal because something lead to the current decisions and present of the Fallout franchise. The motive is more important in a story rather than the end result because a good action done for a shit reason is less memorable than a bad action done for a good reason (in terms of story writing quality).
I don't have any interest in reading your schizo walls of text. They don't impress me, they might entertain the tourist trash here that doesn't know anything about the franchise but they do nothing for me. Either explain your points properly(and efficiently, set a wordlimit if you need to) or stop responding to me and wasting my time.
One of the earliest leaks of Fallout 4 came from a supposed employee in January 2013 and gives us:
Yes, I know about that leak, but it doesn't really change what Fallout 4 is really about at the end of the day: scientists running amok and enslaving the surface world because nobody can stand up to them. This is just a different way of telling the same story. What's your point?
Fallout 4 trajectory was at least decided on by 2012/2013, however it originally lacked the BoS and Super Mutants entirely.
It did however have a level up system designed to be distinct from Oblivion and 3 i.e. no skills, but more skin to Skyrim's perk system.
So the setting, factions, gameplay systems, etc, were decided on in 2013. However by 2015, things had deviated from this leak (a leak which would've been discounted has Jason Schrier not all but confirmed it later that year) and I think this was done in the final year of development (2015).
Supermutants are mostly refugees from DC area that were chased out by the BOS(with some being made locally by the Institute, however many are clearly the same ones from Fallout 3) and BOS themselves have enough resources to go on an expedition of this magnitude after defeating The Enclave and pacifying the DC area(not to mention re-unifying the West Coast BOS with East Coast, supposedly). Institute certainly warrants one, especially since they've already been as far as the DC area, so they are likely a threat. Bethesda managed to actually handle these two subjects properly, altho it is a bit retarded you can't convince Maxson to spare the Institute itself and use it as a research base, ala Vault 0 in Fallout Tactics, alas we can blame that on Maxson himself being kind of an obsessed tard himself, pulling the entire organization down with him. I'm seeing a pattern with all these factions in this game.
When you reduce things to "just because" it eliminates the need to think and consider it more deeply on your part. The "how" and "why" of things is fun to speculate and mull over.
If you don't find it fun in any capacity to do this, it's because dwelling and picking over the pieces of Fallout, good or bad, simply doesn't appeal to you.
I'm a big fan of the series, so I get that it's difficult for you to see why I find this fun.
For you, it's not worth your time, essentially. Which I fully understand. I'm well acquainted with tourists.
You ended up using so many words and said nothing. As usual. You are a waste of time, as are most users in this thread. Then again, considering you wrote entire paragraphs speculating on the "TV Show lore"(lol) as if it was going to be a big deal that would change the franchise and how we look at it forever, I could tell this from the start. Again, unless you actually have something useful to say, don't respond to me again. I already have several retards in this thread who are emotionally attached to me because they can't prove me wrong and I don't need another.
 
can lore experts explain how society has advanced to the point of having recording equipment? actual film is rather a complicated process to make, especially enough of it to record entire videos. outside of cars, it feels like a good chunk of society was already back to where it was before the nukes went off
Some stuff you can probably accredit to some pre-war example surviving. Were this FNV/3/4 there'd probably be some time devoted to highlighting how rare and expensive this camera is.
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It's also possible the camera is brand new, but you can be incredulous on that given the state of everything else.
In the Fallout 2 guide Holotapes are widely available, which would imply the ability to record and write over tapes but be similarly easy.
Fallout 2 Official Strategies & Secrets p.88: "Holodisks and Holotapes
These disks and tapes were the very latest in pre-War information storage technology. They hold a whopping 256K of information—apiece! While it's unlikely that anyone will ever need that much storage space for any sort of data, these durable disks and tapes are often encoded with useful information. Standardized holodisks and holotapes—holos—are still used throughout the Wastes for transferring information. Taking a holo from one person to another is an effective way of delivering a lot of information in a small package. Some holos impart their information to you—just use the holo in your inventory, and then check your Pip-Boy to see if the holo's information was downloaded to your Pip-Boy's memory for your reading pleasure. These tapes aren't usually worth anything—but the information they carry sure can be. From food for thought to food for your belly, the desert is filled with surprise

https://fallout.fandom.com/wiki/undefined
(In Fallout 1 Holodiscs held 4terabytes according to Vree)

In FNV the camera is also regarded with some measure of care, but film itself is infinite. I think it's a situation that ameliorates one issue (film/discs/tapes are abundant) but recording equipment is more scarce,
 
It's also possible the camera is brand new, but you can be incredulous on that given the state of everything else.
In the Fallout 2 guide Holotapes are widely available, which would imply the ability to record and write over tapes but be similarly easy.
(In Fallout 1 Holodiscs held 4terabytes according to Vree)

In FNV the camera is also regarded with some measure of care, but film itself is infinite. I think it's a situation that ameliorates one issue (film/discs/tapes are abundant) but recording equipment is more scarce,
I mean considering this takes place in socal, it's not impossible to imagine there was an abundance of tapes/cameras because of hollywood and the film industry.
 
I mean considering this takes place in socal, it's not impossible to imagine there was an abundance of tapes/cameras because of hollywood and the film industry.
Strictly speaking, the Porno filming is in Reno, which is NoCal/Northern Nevada.
 
I think the difference between Fallout 3 being this big piece of shit in comparison to Bethesda's latest offering is intent. I don't think Fallout 3 is an intentionally bad crack at the franchise, in fact, in a lot of ways it seemed to try really hard to tie itself into Fallout 1 and 2, for better or worse, with the art direction, tone, and included factions and minor characters all being previously established shit. Even Good Guy Brotherhood of Steel was explained and written to have had a small civil war over turning their new leaf.

It is still a badly written game, it does lack depth, but it wasn't going out of its way to be as retarded as possible. It didn't feel like Bethesda was going "This is entirely our shit now, fuck everything that came before."

Fallout 4 on the other hand, you can kind of feel the jealousy and lingering resentment it has baked into the design.
 
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