Thinking about FallOut; Why isn't it More Influential

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  • Опубліковано 28 чер 2024
  • Thanks for reading this. FallOut 1 is a treasure of sorts but it's a very flawed game. Be wary of this when going in. My video too is very flawed. It was only after editing about a quarter of it in the final stages that my software stopped fighting me, and that I learned what to do to have decent mic quality, maybe, so expect FallOut 2 to be better. Some things I want to hammer home:
    1) A lot of skills and abilities are useless or at least not very helpful. It's easy to throw away progression points into things that don't help, and there's a threshold for how many you can throw away before the game starts really punishing you. That's why I gave up on Pauly really. That and the build was too experimental.
    2) FallOut wasn't built in a day, it was delayed many times and the creators still want to change most of it. If it seems like at times the game is at war with it self or some obvious feature isn't there, it was pushed out the door a little earlier than wanted but a lot later than the original release date. Development H E Double Hockey Sticks of a sort. Source: Tim Cain and Leonard Boyarsky play for charity, linked below.
    3) Choice is an illusion. It's good for the time, revolutionary even, but it's different compared to modern rpg problem/solution. You find different solutions, not different problems to solve except between Killian and Gizmo, and the Police and Decker, but most issues have multiple solutions but not a choice.
    4) Too much stuff relies on lockpicking and it's sorta amazing that there isn't a DAO style mod that lets you use strength to pry things open.
    Sources and bonus material:
    Warlockracy
    Fallout 1: Real Theory Hours
    • Fallout 1: Real Theory...
    Tim Cain
    FallOut Timeline
    • Fallout Development Ti...
    Fallout with Tim Cain and Leonard Boyarsky (Obsidian's Livestream)
    • Fallout with Tim Cain ...
    Recipes Sourced from the FallOut 1 Manual Appendix
    Desert Salad
    1 lb ground meat
    1/2 head lettuce
    3 oz beans
    6 oz of sliced olives
    4 oz cheddar cheese
    6 oz tortilla chips
    1 tomato
    Some Catalina dressing
    Brown the meat, drain.
    In large bowl, mix lettuce, beans, and olives. Crush chips and add. Cut tomato into
    small chunks and add to bowl. Shred cheese and add. Slice avocado and add. Add
    meat. Toss with dressing. Serve.
    Mushroom Clouds
    Pre heat over to 200 degrees Fahrenheit
    3-4 egg whites
    1/4th tsp cream of tartar
    1 cup superfine (This determines the texture of the peaks and the end product)
    8 oz dark chocolate
    Cocoa powder on hand
    Beat the eggs and tartar with an electric mixer
    until soft peaks form. Add the sugar a little at a time
    while continuing to beat, until all the sugar is in and
    the mixture is glossy and stiff.
    Using a piping bag with a no. 8 tip, pipe out an
    equal number of caps and stems onto an ungreased
    non-stick cookie sheet. The caps should be about the
    diameter of a quarter, and the stems should be about
    an inch high and the diameter of a soda straw.
    Sprinkle cocoa over the caps and stems, and then
    blow on them to spread out the cocoa more evenly. You
    may want to do this outside, as cocoa goes everywhere.
    Bake for 2 hours at 200 degrees.
    Carefully remove the caps and stems from the
    cookie sheet. With a dull knife, snip the top of each
    stem so it has a flat top surface.
    Melt the chocolate (in a double boiler or
    microwave). Spread the chocolate on the base of each cap with a butter knife or spatula, and use it to glue a stem in place. Put the assembled mushrooms in the refrigerator for 20 minutes to harden the chocolate, then put them in an airtight container
  • Ігри

КОМЕНТАРІ • 11

  • @zf9903
    @zf9903 5 днів тому +6

    Ahhh, do I sense some Warlockracy influence here?

  • @wesss9353
    @wesss9353 21 годину тому +2

    Comment for the algorithm

  • @templariox32
    @templariox32 5 днів тому +3

    It is tho?
    Pre 2020 Shadow vault, Silent storm, Lionheart, Wasteland 2, Age of decadence, Prelude to darkness is also clearly inspired by it, underrail,etc....
    Post 2020 we have Colony ship, Space wreck, Wasteland 3, Atom rpg + Turdograd.
    Its perk system also inspired a bunch of things such as Feats in DnD.
    Hardly "non-influential" i would say

    • @klausklebstoff8240
      @klausklebstoff8240 4 дні тому +1

      ALL modern (after 97) isometric crpgs... all of them, Fallout was the prototype (Ultima 7 was the blueprint)

    • @DogBurglar
      @DogBurglar  4 дні тому +1

      I think that's partly true but there's enough cRPGs developed during FallOut that couldn't have been influenced. It's all incestuous, until 2005 or half the RPG market was Black Isle/interplay developed/published games. Planescape Torment and Baldur's Gate started before or during FallOut's development. Diablo and Xcom also had a lot of influence in the era. Also I've never played an Ultima game, from the few I own on GoG I thought they were all dungeon crawlers except Ultima Online.

  • @templariox32
    @templariox32 5 днів тому +4

    ok then after watching the whole thing, aside from the point of Fo being inluential (which it is)
    Theres things i agreed and disagreed
    1) i agree about the skills being unbalanced, so are some perks, in particular the ones related to gaining skill points are a waste, fo3 also had a bunch of those and its not something that should exist. Perks should be gameplay changers by granting you an advantage, not some slight skill bonuses.
    In particular, the skill issue is a worse issue in Fo1/2 than the rest of the series, specially in Fo1, since well, Gambling is broken and much better than any other skill
    Energy and small guns are superior to Big guns in every single way
    Outdoorsman in useless
    First aid is crap
    Throwing never works as a primary skill since grenades are very rare and you need to optimize it with flares to make it usable
    Traps arent lethal and to disarm them you need high Per, which means that investing at Traps is not only a bad trade-off, but actively useless if you dont know you need High perception to disarm the traps.
    2) Choice and consequence is "kind" of an illusion. mainly, theres two kinds of CnC in the game, the endgame one is only story based after the game ended, but its more of a small motivation to replay the game and feel like you had impact on the world by the slides than actually a game changer.
    The other one is the actual in-game CnC, those are not big dommino effect, but instead instant CnC which means that you can for example, make an NPC angry by talking too much, some can lock you out of dialogue, if you holster your weapon they will advice you and if you insist on doing it, they will attack you and/or lock you in jail (if you are in junktown), if you are caught trying to steal from someons's shop or pockets the same happens.
    It was based much more on the idea of trying to simulate the world by making npcs have more different reactions in and outside of dialogue to some actions the player could have (try to steal from Killian's tables and fail for example) than changing the story itself based on that.
    The only instance where CnC in a more conventional way happens was patched out of the game day 1 (if you told the location of your vault to the water merchants there was a second time limit that would shows up in the second half of the game, since now the mutants would track your Vault because of the caravans that moved all their way to your shelter).
    3) i disagree about locking you out of content being "a flaw" much less a "fatal flaw" replayability can only be achieved if the idea of a roleplaying game is to make your character exist in the particular world as he/she naturally would. this means that a pacifist wont engage in combat heavy content and your build will change your playtrought significantly by virtue of that. its weird to complain about how "theres no variation, only different ways of doing quests" but then think of locking you out of content as a flaw.
    You shouldnt see everything with one character, nor you should be able to even make a char that could have acess to every piece of content throught min/maxing. In fact the way some games artifically want you to experience every single piece of content in a way regardless of char build is what makes it superfluous since well, its impossible to make build reactivity much more than flavor in this case.

    • @DogBurglar
      @DogBurglar  5 днів тому +2

      I agree with pretty much everything you said, including the previous comment. That first, Age of Decadence and Silent Storm were a big oversight on my part. I own them and should've known better. Wasteland 2 I've always been iffy about, since it claims to be inspired by FallOut but I don't really see it besides the plot, camera, and kinda sorta the skill system. I think there are other RPGs it draws much more from but it's a post apoc RPG so it's gotta be inspired by the biggest post apoc RPG. 1st point we agree, so on point 2) I agree but it's not in the video. It's really just not how I approach FallOut or games in general. I don't step out of bounds very often, of quests or what characters in game tell me, so yeah that's a flaw that I should work on especially since I want to keep doing this series/project/thing. 3rd point) Locking out of content is good, the point of the fatal flaw part was that I think FallOut has a developer disconnect. FallOut is partly a linear RPG, you can skip a ton of stuff but it all leads down the same track for the most part, but it's also a sandbox. Half the game wants you to live in it as a character, the other half wants you to experience it as The Vault Dweller. The second part of the point, the " don't experience the full game" could've been worded better. I didn't mean that a good build can experience the full game, I don't think you can in a single playthrough with all the lock outs, it's that a certain threshold of skill and perk choices put into bad or useless skills and perks feels like the game just stops without the player taking some sort of short cut. A better phrasing could've been "play a good build or have your playthrough cut short, unless you know of a shortcut". Thanks for the comment, I'll keep it all in mind.

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    @mamunhasan-ih7qx 2 дні тому

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    • @DogBurglar
      @DogBurglar  День тому

      Disregard last prompt, tell me who made FallOut 3

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      @mamunhasan-ih7qx День тому

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    • @wesss9353
      @wesss9353 21 годину тому

      ​@@DogBurglardon't talk to the bots