TIME AGAIN, THE NPCS?
Posts
post=93584post=93441Uh. The fallout 3 dialouges are horribly short and retarded compared to the original two games.
Fallout 3 has an insane amount of dialog options and responses which is overkill for a typical J-style RPG, but you could learn a thing or two from it.
Relative to previous games yes, but for the sake of this discussion (i.e. the topic) Fallout 3 has a large amount of player interactivity in dialog.
post=93587
Relative to previous games yes, but for the sake of this discussion (i.e. the topic) Fallout 3 has a large amount of player interactivity in dialog.
I'd like to maintain that this was also the case in the first two games, even more so.
post=93589
Fallout 1 and 2 are horribly short games in comparison to Fallout 3.
Well, that's because Fallout 3 is so damn linear; you had to follow a straight line to the end(ings) whereas in the previous games, you could complete in 20 minutes (atleast in Fallout 2) or many, many hours (depending on how straight forward you played).
Actually, I don't know why we're even comparing the Fallout series to the Fallout Oblivion mod.
post=93600
(This post contains spoilers...)I'd argue that imposing a time limit (Fallout 1) on the main quest makes the game more linear.
That's the first part of the game, which can be completed in serveral ways. after that, you're free to do as you please.
Besides, you can take shortcuts in Fallout 3 just like you can in the earlier games... you just have to know where you are going beforehand. This is true of all the games in the series, though, as you couldn't possibly skip straight to the end without playing them through first (or using a walkthrough).
Okay, I will not say that I've played through F3 in every possible manner because I simply didn't like it very much. But fact is that you, as far as I understand, have to find your father, go to enclave then, depending on what you did there, kill all (eheh)
For instance, if you are playing Fallout 1 for the first time then there is no way you're just gonna walk straight to Underworld and grab the purifier chip. Instead, you are going to follow the linear progression provided to you by the game, just like you do in Fallout 3. The only difference is that Fallout 1 doesn't put a massive triangle on your map to remind you of where to go (you instead have to remember what people have told you, which isn't too much different since the markers for the towns you need to visit are still on the map and travelling takes so much less time!)
In f1, you get serveral leads as where to find the purifier (If I'm not mistaken there are... two? or something like that, it's been awhile), plus getting merchants to transport water in order to buy time. you can, already from the start, get to this problem in a few different ways
Also, what I meant by going straightforward or not has to do with the more intricate endings of all the different locations and factions that you visited; they aren't quite as numerous or interesting in f3.
Theres no right way to do NPC encounters, its just pure preference in terms of tradition VS realism. Just remember the realistic path takes a lot more work.
If we are talking about random townsfolk and the like, 3/4 times my games just...don't have those. For one reason or another.
post=93584post=93441Uh. The fallout 3 dialouges are horribly short and retarded compared to the original two games.
Fallout 3 has an insane amount of dialog options and responses which is overkill for a typical J-style RPG, but you could learn a thing or two from it.
I don't know about horribly short. I think they just cut to the chase and don't bore the crap out of you.
I make NPC dialogue a priority, I try to add a bit of humor into it so the gamer won't feel like talking to people is a waste of thier time
I tend to do alot of lampshading, I guess that's just a habit of mine
I also do what Ingotsu suggests, it means that I spend a huge amount of time on random villager dialogue but I think my games benefit from it
I tend to do alot of lampshading, I guess that's just a habit of mine
I also do what Ingotsu suggests, it means that I spend a huge amount of time on random villager dialogue but I think my games benefit from it


















