Vault Dweller said:
Continues from this thread. Basically, the question is what is THE MAIN reason why you prefer Fallout to Arcanum (or like Fallout a lot in general)?
For me, they are two different questions with two different answers.
I like Fallout for all the reasons you mentioned in the poll, and isolating a single reason is impossible. If any of the elements mentioned in the poll was worse, it wouldn't be the same game.
Fallout's post-apocalyptic wasteland setting is interesting by its own merit, and it was implemented very well. Visuals, sounds, plot themes, characters and locations blend perfectly, creating a highly cohesive, logical and atmospheric world. Only the best games pull this off. The way that the story of Fallout is being told (or rather, more shown that told) fits the setting perfectly (so I think of Fallout's story as an integral part of a setting, rather than something independent). Slowly piecing together the puzzle of the supermutant threat, gaining an insight in the period immediately preceding the war and the FEV experiments by finding and reading the holodisks in the Glow was an unforgettable.
I liked combat in Fallout as well. Plenty of firearms to choose from, aimed shot, turn based combat, unique and flavorful opponents and short encounters that never deteriorated into grind (which almost every RPG is guilty of). The way that the character build and progression infuenced combat was almost perfect. There was a clear sense of progressing, becoming more experienced and adept in combat. What is there not to like?
Concerning character build and progression, the way that character skills and stats were tied in dialogue and exploration (though the exploration aspect was lacking in quantity - more use for non-combat skills would have been more than welcome) was revolutionary and is now a model that I think every RPG should follow, but, unfortunately, more often than not they don't.
Multiple choices with different outcomes are what make a game an unique experience. Being pressed for making a high impact decision, especially with incomplete information (and even better, with the amount of information depending on previous exploration and choices that were involved, with everything tied into character stats) and witnessing the consequences of your decisions unfold immensely enriches gameplay experience, and is an imperative for replayability (which separates great games from good games) and Fallout did it well.
As for another question, why I prefer Fallout over Arcanum (though I consider them both at least top 5 RPGs), the answer doesn't lie in the strength of Fallout, but in the weakness of Arcanum. In their strong aspects the games are comparable (Arcanum is stronger in C&C, Fallout's setting is a little better), but Fallout's combat easily beats Arcanum's combat.
Probably the worst aspect of Arcanum, tied to combat, is the experience system. Experience on hit clearly favors certain character builds over others (mage over technologist, combat oriented over diplomatic build) and encourages grind. Combat was boring, most encounters were bland, and when you add bad combat system, boring encounters, the system that encourages grind and long combat heavy dungeons like BMC mines, you get a game that can be (and was) salvaged only by brilliance in other aspects. But, that brilliance wasn't enough to top Fallout.
I'm mostly curious to know how people see RPGs. Would a pure non-combat RPG, for example, be a good idea? What's more important to players: combat, which has been the main aspect of RPG for decades, or choices and multiple solutions, which are a relative newcomer to the genre? While I'm sure that most people like and appreciate multiple solutions, are they a fancy side meal between fights or anything more? Do they have what it takes to be the main course?
Your detailed opinion would be appreciated.
If we disregard terminology and blur the genre borders (which are, in my opinion, secondary to the distinction between good games and bad games), you might as well ask a question whether an adventure game would (potentially) be better with stats that influence your actions and multiple paths and solutions. Adventure games are good as they are, but adding this would only make them better if done right.
RPGs are about conflict. However, not all conflict is resolved by using physical force. A non-(physically) violent RPG needs to set up the scene for other kinds of conflict, like political conflict, industrial espionage, etc. In order for this to work, the choices need to be strong enough to make the player think carefully and weigh his decisions. However, this would not be enough. Such a game would need to have a well written story with multiple arcs, an intriguing setting and a well developed exploration aspect. A good stat and skill system that influences gameplay and gives the player a good sense of progression would have to be under the hood, of course.
An argument in a favor of such a game would be that no mainstream RPG managed to implement combat well since TOEE. For example, Bloodlines would certainly be a better game without combat.
Would such a game be a RPG? I don't care, as long as it is good.
"What's in a name? That which we call a rose
By any other name would smell as sweet."