- Joined
- Dec 16, 2019
It speaks to something I can attest to going from Bethesda's Fallout to Black Isle's Fallout. Bethesda gives the player the opportunity to try everything and do everything. NPCs will wait for you to complete a quest, you can find all types of weapons and use them immediately, players know what skill they need for a lockpick or a hack. Bethesda makes the game world play the same regardless of how you set up a character. Karma and faction makes an impact on what happens, but the quests all end up being a series of combat events.3 had Dad and the named BoS characters, IIRC. It's actually an interesting little story across the Fallout and Elder Scrolls games themselves. In F1/2, your end goal was destructive in nature, the only problem was getting there, and in essence the entire main quest was simply the act of getting directions to where you needed to go. Even in Morrowind, Bethesda was unable to emulate this, and so they introduced the "essential" tag, which played the famous "with this character's death" message, essentially a glorified "congrats, genius, you broke it" message. This was then changed to immortality for Oblivion, apparently because console players thought that reloading the autosave was more obnoxious than the game just flatly refusing to let them kill people (also worth mentioning is that Oblivion introduced children, and something something ESRB). New Vegas walked it back towards the old Fallout games, limiting the essential tag itself to only children, but arguably halfway cheating by having Yes Man both reincarnate and be physically incapable of holding a grudge.
By the time of Skyrim and F4, however, the philosophy seems to have shifted from "don't let the player softlock themselves" to "don't let the player lock themselves out of content", and the results are plain to be seen. Conclusion: it really does take serious skill to make a story that can adapt to the player being an omnicidal lunatic, and that's something that's been lost in both the downgrade of writer skill over the years and the increased emphasis on scripted spectacle as games have gotten more advanced.
Black Isle structures their games for a specific pathway. If you set up a character a certain way it can make certain quests a challenge. The best example I can think of is if you start Fallout 2 as a guns character. It makes the tutorial a bit of a slog because you don't get a gun until the first town, and its a shit gun. Now this style allows for alternative pathways to quests, getting out a situation through speech, stealth, or combat. At the same time, these pathways aren't shown as options, especially if it involves using the Science, Repair, or Lockpick skill as you don't know what things that the skill can be used from. So when I first played Fallout 1 and 2, I tended to focus on combat and neglected the other aspects of the games.