Fallout according to MCA

Odin

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Mr. Chris Avellone (MCA) posted some of his thoughts on Fallout and what he'd like to see in a future Fallout title:<blockquote>I think there are many things that make Fallout what it is:

The SPECIAL system.
The choices in solving quests.
The non-linearity.
The ambiance.
Hard moral choices.
Role-playing, including stupid dialogue and Karma-based responses.
A world where locations have rational explanations and reasons for being, as well as economic reasons for how they have survived.

...among others. There are some things I think were done poorly in FO2, and they are:

Easter eggs.
Too many jokes, which only undermines the plot.
Lack of a satisfying finale.
Lack of choice in finale.
Not enough choice in some areas.
Real-world weapons.
Super Technology.
Too much sex. I don't think you need an excess of prostitutes to make a game serious and gritty.
The presence of aliens and the supernatural. While I can support the presence of aliens in a Fallout 50's ambiance, I think they distract from the human-centric themes in the game.

There are some things I would want to bring from Planescape, however:

- A strong central theme or multiple ones, preferably sparked by your character.
- Deep NPC relationships that are not about romance.
- Richer NPCs whose lives you can affect dramatically.
- Get XP rewards for exploration, learning things, teaching things, and not just killing.
- Even more importance and focus on the central character; rather than seeking a water chip or a GECK, I'd rather the player tell me what he's looking for as a character, then have the game react accordingly.

I would prefer a Fallout that takes a step back from the world in FO2, in a frontier-like area, more in keeping with FO1. I would also like to see certain civilizations' advancement reversed dramatically and violently, as well as perhaps do some general clean-up on the world.

My 2 cents - hypothetically speaking</blockquote>Sounds like MCA got it going on, read more about it here
 
I don't agree with:

Real-world weapons>
I think those are done good. But there should be less of them however in FO3.

Super Technology>
The super technology is perfect in Fallout (except for FOT) in it's special way.

Too much sex>
What? You don't like sex? Damn! :wink:
 
More quotes:
I think too many jokes ruined FO2, no question. I'm not arguing against an element of campiness in keeping with the pulp era, but I'd rather stick to the side of a serious plot because the dramatic trade-off is far more worthwhile in the end.

I don't think there should be modern-day versions of weapons, since Fallout is an alternate universe. I'm not saying that there shouldn't be weapons with potentially equivalent firepower (as well as a few laser and high-tech weapons, but these should be rare, much rarer than they were in Fallout 2).

I agree with you in that I don't think there should be an escalating level of super technology in every Fallout game. You are just setting yourself up for trouble. Besides, there's so many elements of Fallout technology you can play around with it that don't involve having the Vindicator Mark 2 and the Super Super Supreme Power Armor.

The supernatural has no place in Fallout, in my opinion. I don't want ghosts, goblins, or any elements common to fantasy games anywhere near the setting.

I think aliens can work with the setting, but my argument is as soon as they are introduced, suddenly everything occuring on the planet doesn't seem very important in the shadow of extraterrestrial empires. I'd rather not dispense with the politics of the wasteland and human nature just yet. If we do a sequel, it may not be your kind of game.

Besides, I think a lot of the charm of Fallout 1 and 2 was dealing with people and the resulting situations, not how many floaters, centaurs, and aliens you could interact with. They have their place, but I think they should be used conservatively, if at all.

Ok, i`m starting to really like the man :)
 
Chris Avellone wrote:
If we ever did a future title, I'd prefer the player be able not only to choose different races (hell, I'd like to play a ghoul), but to be able to choose their own motivations and background without one being imposed on you. You could choose to be a member of the Brotherhood (maybe even a scribe - gasp), or be a tribal, or be from a Vault, or be from the Followers of the Apocalypse, or be a raider, or be a part of a caravan group, or...

Or hell, choose nothing at all and be Mr. Mysterioso. There's ways to make it all work. I think Fallout already has a strong character mechanics system, now I'd like to see it with strong background and motivation choices and mechanics for your PC to make it feel like it's more the Fallout character you want to make.
This is great...

Also:
Hypothetically, you wouldn't need to have played FO2, but there would be things in a sequel that would make more sense in context of FO1 and FO2 if you've played them (kind of like the water chips in Vault City in FO2, as a small example).

We don't want to alienate people new to the game, so we'd like you to still be able to have fun no matter what your level of Fallout knowledge is.

Hypothetically,

Chris
 
There are some things I would want to bring from Planescape, however:

[...]

- Get XP rewards for exploration, learning things, teaching things, and not just killing.

... That was already in. (At least it was in Fo1, been a while since I played Fo2, don't remember.)

-Gerko, nitpicker.
 
You are right but...

... That was already in. (At least it was in Fo1, been a while since I played Fo2, don't remember.)

-Gerko, nitpicker.

My best guess would be that he means implementing constant use of that feature. The debate of having skills grow considerably with use is still out there since there are instances where it could be exploited to cheat. I.E.: character Fucko locks and unlocks the door repeatedly to reap the exp that said action generates.
I am glad Mr. Avellone is back on the correct path again. Whorecity (Reno) in FO2 certainly wasn't the best of his work. He probably intended a Godfather-like atmosphere thinking that the mafia problem had been in FO1 as well (Gizmo vs Killian). The problem is that the Gizmo vs Killian affair was cowboy-like (I am not saying Fallout 1 was the Wild West but it had that kind of feeling and in saying cowboy-like I mean that in the 50s cowboys were a bigger part of culture than the Mafia was). The Mafia as we know it, was created when Salvatore Lucania (Lucky Luciano) together with his accomplices Bugs Siegel, Frank Costello, and others plotted the killings of Joe Masseria and Salvatore Maranzano (the last of the Mustache Petes (referring to Mafiosi that upheld the old school conduct in the Mafia (a very paternal Mafia))). The modern Mafia, handled like a syndicate was born after that.
 
Re: You are right but...

SkynetV3 said:
Gizmo vs Killian affair was cowboy-like (I am not saying Fallout 1 was the Wild West but it had that kind of feeling and in saying cowboy-like I mean that in the 50s cowboys were a bigger part of culture than the Mafia was).

Actually, the whole "two factions in Western" idea that was exploited in For a Fistfull of Dollars and Last Man Standing was originally created by Master-cinemast Akira Kurosawa in his movie Yobjimo (the Bodyguard)...
 
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