Jick Magger
Arcane
Fuck this shit I just wanna play video games
I prefer arguing their intricacies on internet forums.Fuck this shit I just wanna play video games
Only what fits as defined by the first game. The first game sets the tone and the theme. The second should have followed that tone and theme or be called something else. Nobody complains about giant veggies and killer bunnies in Wasteland 2 because the silly, weird shit continues the tone and theme set by the first game. Same here.More like, the question is how many of that retro 50s stuff should or could be crammed into Fallouts.
Um, no. I said that BoS was inspired and influenced by that book, which is a fact (one of the developers mentioned it years ago).VaultDveller cited Canticle of Leibowitz to justify the existent of mutated orcs and ghouls...
There is no *my* vision of the retro future. There is a vision presented in the first game and we all agree that few minor issues aside it's surprisingly coherent for a video game. The second game deviates from it.I don't think there are many others in that wain so he is arbitrarily applying his own vision of ''retro 50s sci fi'' using only one tiny source in the first place.
...without wondering what the fuck this shit is. Gruthar? They are orcs now? Deep life philosophy? Developed in 7 years? They went from bloodthirsty apex predators to this:Gruthar is the alpha male and leader. He possesses an uncanny intellect and a deep life philosophy, respecting human life and trying to minimize the impact he and his pack make upon their unknowing neighbors.
Let's say one decides to make a game sets in the retro future. How would one go about it? By selecting books/movies/comics that fits the genre (PA, in case of Fallout), the tone, and the themes one wishes to explore. Anything else would not apply because you can't cram every possible PA story or element into one game. Fallout 2 developers tried and that's what we're debating in this thread.I have no doubts, that when examined closely, lot of 50s sci-fi pulp, both in literature and cinema would unveil a lot of silly stuff. Even more silly than talking mutated animals.
Second game did follow the tone and the theme as best as it could for a game that happens later in time then the first. For most of its content.Only what fits as defined by the first game. The first game sets the tone and the theme. The second should have followed that tone and theme or be called something else. Nobody complains about giant veggies and killer bunnies in Wasteland 2 because the silly, weird shit continues the tone and theme set by the first game. Same here.
There is no *my* vision of the retro future. There is a vision presented in the first game and we all agree that few minor issues aside it's surprisingly coherent for a video game. The second game deviates from it.
You go so low to use reducto ad absurdum?Let's say one decides to make a game sets in the retro future. How would one go about it? By selecting books/movies/comics that fits the genre (PA, in case of Fallout), the tone, and the themes one wishes to explore. Anything else would not apply because you can't cram every possible PA story or element into one game. Fallout 2 developers tried and that's what we're debating in this thread.
Junktown was probably literally founded on a junkyard.For example how Junktown found so many cars to barricade their town but for some reason cars cannot be found anywhere else.
It's probably because all guards are represented while most of civilians aren't.Or how Fallout 1 towns have more guards than civilians,
Hub is a large town and it backs the caps.or how you even have currency in such a setting, etc.
This is still the wrong analysis. Fallout milieu isn't 50s pulp, it's post-apocalyptic pulp. The 50s stuff is a wrapper around PA, as opposed to the PA being a point of emphasis among 50s pulp. In fact, the post-apocalyptic genre really wasn't that important in the 1950s, even though the fear of nuclear war was. The 50s flavor comes not because the 50s are the bedrock of PA, but because 50s culture was so intimately influenced by the fear of the bomb and FO's premise rests on nuclear war. In any event, mutants were a major part of 1950s PA: not just in Canticle but also in The Chrysalids. It's true that they're not in Earth Abides or Alas, Babylon, but that's basically 50/50 for the major PA works of the era. And they're a part of 50s pulp in general (e.g., The Mule).
Laughable reducto ad absurdium.There aren't space ships or Venusian jungles or broad-sword wielding Aryans or nubile damsels chained as sacrifices to giant monsters or hardboiled detectives or any number of other 50s pulp staples.
A reductio ad absurdum is not a logical fallacy; it is a logical tool used for seeing whether a proposition contains a limiting principle that keeps its scope within reason. So when you tell someone "nice reductio ad absurdum," you're not saying, "Nice job falling into a commonplace error," you're saying, "Nice job showing that my proposition is untenable."You go so low to use reducto ad absurdum? . . . Laughable reducto ad absurdium.
Well..For example you can ask Diana to repair your equipment without even finding out that she is the camp armorer first. Really amateurish stuff.
So far everything I have played does not even compare to the first couple of rooms in PST's mortuary.
I'm playing Fallout for the first time.
That tag was put there by faggot imbeciles like you who aren't capable of producing anything more then mindbogglingly stupid one liners like devolved dumbfucks that you all are. The intellectual turds not worth spitting on.If the Kodex Kwest Kompasstag isn't a clue, there isn't much more we can help you with....
and by whose holy authority do you proclaim this shit?The question is what limits, if any, define "consistent" vs. "inconsistent" content and tone in a sequel to Fallout 1.
that was not my proposal and i have directly explained to you what my fucking proposal is several times by now.Your proposal seemed to be that if something appeared in 1950s pulp of any sort, it was an acceptable element in FO.
And it was a false wrongly used reductio ad absurdium - because i never claimed anything that would necessitate that you stupid deaf blind idiot!I pointed out a number of staples of 1950s pulp, and you implicitly agreed that they would be absurd in FO. That's what a reductio absurdum does: it demolishes a proposition by showing it goes too far.
I take the position that the themes are not decided by our 50s but by three original developers.You also seem to have taken the position "[t]he elements do not depend on actual 50s of our time line but on what three guys in 90s decided that their alternate history 50s blended with sci fi pulp of that era (and our own sci fi pulp) would be." But if you mean that whatever is in FO1 defines the scope of the setting, -
whats this, argument from stupidity? or just latching onto another goal post caused by idiot logic displayed above?the "three guys" did not include super-smart animals or talking death claws or astral projection or kung fu warriors or Scientologists with spaceships or prohibition-era gangsters in FO1.
I hope that the revelations above paint a good picture of what a stupid shit you are so i dont have to repeat them a few more times.If what you mean is, "Whatever the owner of an IP puts into the IP at any time defines the IP's themes, and therefore there can be no such thing as thematic inconsistency within an IP," then what you're really saying is "I don't care about coherence," which is fine, but someone who doesn't care about coherence is the last person I'd consider a good source as to whether one game's content fits well with another's.
Anyway, it takes too much time to carry on this conversation, so I will retreat again.
Oh ye of lacking SCIENCE. That's the good thing about Fallout. Play it again, next time, put some points into Science and talk to the farmer. You missed some early XP here.Let's start with Shady Sands. You have the entire eastern map where there is no one unique to even talk to except a farmer who has two forced lines. Not only that, there is nothing to find, nothing to do, not a single quest.
WHAT? EASY XP IN A STARTING AREA? I'M SO OUTRAGED.In the western map, you have a woman who explains how to play the game, and you get free XP for talking to her.
It's a Wasteland. And you're at a farm. What were you after? A town full of people who'd been waiting for you to show up so you could solve all their problems?Then there is Seth whose only purpose is to point out the only two quests in the area, Ian who you can recruit, and then Aradesh and Tandi, who again point out the same quests. There is a doctor who doesn't do anything except heal your character and manufacture antidote.
What did you want? The chance to say "WOW FARMS" and have long pointless discussions about your back story with everyone you meet?Next, you've grown up in a vault all your life but this has ZERO effect on your character. Nothing seems to be a surprise for you, it doesn't even come up in dialogue.
WHAT? EASY COMBAT IN THE STARTING AREA OF AN RPG? I'M SO OUTRAGED.Then there are all the shitty dungeons filled with absurdly easy trash combat... Vault 15, radscorpion caves, the vault 13 exit....
Bartender in Daggerfall, (1996)OK, so at Junktown now. So the first area has a guard that introduces you to the town, and.... nothing else. Except a doctor who you can find out is turning humans into food. But you can't confront him about it. Neither can you talk to the mayor about it. Started with the 2nd area, and thought thwarting the assassination attempt was cool, but totally unrewarding nevertheless as combat in this game is so pathetically easy even though I have yet to put a single point into small guns after tagging it... I can't believe that the Codex has been bitching about Dragonfall being too easy?
Marcelles: "I'm just a hotel manager bub, don't ask too much of me."
Vault Dweller: "No thanks."
How the hell does this dialogue make sense in any way? The entire thing is so B-Grade... I thought this was supposed to be the 2nd best RPG of all time, maybe I'm just suffering from extremely inflated expectations, I always thought that I would be blown away by the setting and atmosphere and dialogue and roleplaying if I played Fallout. If I had known that it would be like Fallout 2, but with far less than a quarter of the content density and really erratic and often flat out terrible writing and a mostly bland gameworld I would perhaps not be so disappointed.
I try to err on the side of hearing people out.If the Kodex Kwest Kompasstag isn't a clue, there isn't much more we can help you with....
Basically, that fits all your responses after. F2 sucks because it isn't a carbon copy of F1.Only what fits as defined by the first game.
So now you're talking about gameplay instead of setting? Is that really what this whole conversation has been about?F2 is a much better game and it's ''deviation'' from the first one doesn't influence the gameplay in any bad manner.
That was ONE sentence in the entire post dedicated to setting issues. Why doncha shut up.So now you're talking about gameplay instead of setting? Is that really what this whole conversation has been about?
Storyfagism is what brought bioware to us so i will never reconcile with it. You motherfuckers should die in great pain.
I feel that this is a playing ground of storyfags. I personally love both Fallouts and they're on my top of ''teh bestest ar-pee-geez'', it's just that i can't stand pretentious idiot analysts is why i'm posting here.
Storyfagism is what brought bioware to us so i will never reconcile with it. You motherfuckers should die in great pain.
I assume by storyfagism he means only obsessing about story, not writing in general."The art of cooking food eventually brought McDonalds to us and therefore all cooks should die in great pain."
Basically. Also nepotism, from what I've heard. Is it true that Hamburger Helper was a dev's wife?SJW crap and EA's love of jewgold but utter lack of talent is what brought Bioware to us.
Are you deliberately stupid or you genuinely so?"The art of cooking food eventually brought McDonalds to us and therefore all cooks should die in great pain."