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Elmofongo: Let me remember the story:

Your father left the vault so he can complete the project to clean the capital wasteland's river only to be stoped by the enclave for the goal to make it harzardous to anyone who is a mutant with considering the factors that even normals are irratiated.

So how was it bad? (and I played Fallout 1 and 2)
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StingingVelvet: Don't take this the wrong way but I don't expect you to understand what is good English writing and what is not.
Oh you meean voice acting?

Yet I see this game getting awards for best voice acting of 2008, unless the people awarding it was either deaf non english speaking foreigners.
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Elmofongo: Oh you meean voice acting?
Actually, he quite clearly stated he didn't mean voice acting.

And I agree with him.
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Elmofongo: Oh you meean voice acting?
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SimonG: Actually, he quite clearly stated he didn't mean voice acting.

And I agree with him.
Yep I'm stupid than, what the fuck did he mean by writing?
Post edited December 05, 2012 by Elmofongo
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Elmofongo: Yep I'm stupid than, what the fuck did he mean by writing?
Well, I meant that Fallout 3 has bad writing, not that you wouldn't get it. But interesting what you read into it ...
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Elmofongo: Yep I'm stupid than, what the fuck did he mean by writing?
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SimonG: Well, I meant that Fallout 3 has bad writing, not that you wouldn't get it. But interesting what you read into it ...
I played the game and did not noticed it was bad, but its been awhile since I played 3 o show me an example.
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SimonG: Well, I meant that Fallout 3 has bad writing, not that you wouldn't get it. But interesting what you read into it ...
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Elmofongo: I played the game and did not noticed it was bad, but its been awhile since I played 3 o show me an example.
Just assuming. The eye-rolling obviousity (thats a word?) of what happens next (and also the following 10 steps)?

To me personally it wasn't bad, it was just not very special. But the strenght of FO3 is by far the free roaming exploration, the visual storys told by watching the surroundings & of course its massive modding community; all cases in which it (imo) outshines its prequels.
Wasteland 2 is coming.
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Elmofongo: I played the game and did not noticed it was bad, but its been awhile since I played 3 o show me an example.
I'm not going to go look up Fallout 3 scripts for an example that you would't understand anyway. Bad writing is bad writing, it doesn't need to be explained further. It's not plotting or acting, both of which were fine to good in FO3, it was writing.

Your English skills make it highly unlikely you would agree anyway, it's a pointless debate.
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Elmofongo: I played the game and did not noticed it was bad, but its been awhile since I played 3 o show me an example.
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StingingVelvet: I'm not going to go look up Fallout 3 scripts for an example that you would't understand anyway. Bad writing is bad writing, it doesn't need to be explained further. It's not plotting or acting, both of which were fine to good in FO3, it was writing.

Your English skills make it highly unlikely you would agree anyway, it's a pointless debate.
But I want to know how bad the writing is and I am going to debate I just want to see it and decide for myself.
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Elmofongo: What was wrong with the writing?
As far as I am concerned, I felt It was completely devoid of wit, actual intelligence or any sense of subtlety. Really basic in--yer-face kind of writing that, for me at least, prevented nuanced roleplaying. Add to that the story line that seeks to evolve players emotionally but IMHO doesn't really succeed.

Maybe it's because it's trying to hard, IMO. I don't know, this is probably just me, but to me Fallout 3's story about Daddy Neeson felt like it was grabbing me by the throat and screaming at me. "Care, damn you! Care!!" or "Sacrifice is good, M'kay?! So sacrifice yourself or you're just an asshole!".

I didn't exactly care for that.
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Nergal01: As far as I am concerned, I felt It was completely devoid of wit, actual intelligence or any sense of subtlety. Really basic in--yer-face kind of writing that, for me at least, prevented nuanced roleplaying. Add to that the story line that seeks to evolve players emotionally but IMHO doesn't really succeed.

Maybe it's because it's trying to hard, IMO. I don't know, this is probably just me, but to me Fallout 3's story about Daddy Neeson felt like it was grabbing me by the throat and screaming at me. "Care, damn you! Care!!" or "Sacrifice is good, M'kay?! So sacrifice yourself or you're just an asshole!".

I didn't exactly care for that.
This.

Also robo-President's dialog toward the end was terrible.
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Nergal01: As far as I am concerned, I felt It was completely devoid of wit, actual intelligence or any sense of subtlety. Really basic in--yer-face kind of writing that, for me at least, prevented nuanced roleplaying. Add to that the story line that seeks to evolve players emotionally but IMHO doesn't really succeed.

Maybe it's because it's trying to hard, IMO. I don't know, this is probably just me, but to me Fallout 3's story about Daddy Neeson felt like it was grabbing me by the throat and screaming at me. "Care, damn you! Care!!" or "Sacrifice is good, M'kay?! So sacrifice yourself or you're just an asshole!".

I didn't exactly care for that.
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StingingVelvet: This.

Also robo-President's dialog toward the end was terrible.
I have to admit that the nature of the president himself came as a surprise to me.

But in general regarding dialouges/stat/skill depending choices & quest deepth I compared it to Oblivion & not to FO1&2. So it all came off as a pleasant surprise :D
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anothername: I have to admit that the nature of the president himself came as a surprise to me.
I was fine with robo-pres. I also liked how the Enclave was subtly built up until you got halfway through the main quest. The plot of the game was fine it was just the writing quality that was poor.

Skyrim has much better writing so hopefully they recognized the problem and hired some new folks. Morrowind had great writers that left after that game and Oblivion and Fallout 3 both suffered for it.
I'm a huge fan of free-roam single player RPGs that you can collect party members that don't require micromanagement in, unless it's a tactics style game.

I prefer a post-apocalyptic environment, cyberpunk, sci-fi noir or another niche environment, as high fantasy has become a little stagnant for me, unless it's really well done, IE: The Witcher.

I also like FF: Tactics style games like Fire Emblem, Shining Force, etc.
I've recently enjoyed the first category, mostly Bioware. I used to play to get the "best" result always, but these days I find playing a character much more interesting. It is always exciting to see what will happen if the character acts like it wants, instead of what is the obvious best choice. (in the former case, the excitement comes from mostly choosing the right alternative instead of the results which can be guessed beforehand pretty well)

Single character rpg's tend to have a strong lead character who I've usually nor identified with properly. Take Witcher for example, amazing game, great story, but roleplaying it was hard. The character always turned out the same. (although thath game gives a good amount of choices in which all choices seem like they'd fit the character, in that manner it is not such a good example for this part)

That or the character is just nonexistent, like in the Elder Scrolls series. Again, very enjoyable games, but whatever I do, roleplaying just won't work that well because I feel so isolated from the world.

On the other side of the coin, if the character's connection with the world is very strong, it leads to inevitable cases. Sometimes some mission just has to fail because otherwise the plot just wouldn't work. Seeing through this early on is incredibly frustrating, because the rest of that becomes just automated gameplay just to see the end-result whcih you already guessed.

All this seems to lead to the fact that making a really good rpg is one heck of a job.

And this turned out one heck of a confused rant. ; D