Freedom in Fallout 4

Post » Sat Oct 03, 2015 1:56 am

In Fallout 2 you could finish the game by killing everyone you see and avoid all the quests. Few would do that but if you wanted you could do it that way. So what do you think if Fallout 4 will have such a freedom?

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Bambi
 
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Post » Sat Oct 03, 2015 3:50 am

Probably not. Main quest NPC's are usually marked as essential purely for the fact that Beth doesn't want the game's ecosystem to ruin your MQ by having a quest giver bumble into a nest of deathclaws and be turned into a million red ribbons.
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Big Homie
 
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Post » Sat Oct 03, 2015 2:08 am


And I, for one, completely support this. Only idiots want kill everything in the game.
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Emma Copeland
 
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Post » Fri Oct 02, 2015 4:37 pm

That's like the last route a player might take when they've played the game to the point of exhaustion ad nausea and wanna go with one final brouhaha before shelving it for other games.

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Abi Emily
 
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Post » Fri Oct 02, 2015 4:04 pm

Killing everything makes the world feel so empty. That's why I don't usually blow up Megaton. However, if that's what you want to do, I'm sure there will be a lot of NPCs you make take a dirt nap.
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Romy Welsch
 
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Post » Fri Oct 02, 2015 5:23 pm

Until modded.....I definitely will do a "Kill'Em All" play through just for [censored] and giggles...of course the children though....That might be a sticking point lol

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brandon frier
 
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Post » Fri Oct 02, 2015 10:32 pm

You can kill everyone in FO:NV (except Yes Man, I believe, and children, obviously), and that's a game with intricate quest lines.

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KU Fint
 
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Post » Sat Oct 03, 2015 1:28 am

^ It was also made by Obsidian, not gamesas.
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Ellie English
 
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Post » Fri Oct 02, 2015 6:12 pm

And killing everyone didn't finish the game either lol

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Kathryn Medows
 
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Post » Fri Oct 02, 2015 10:43 pm

Why? it's a single player game. If someone wants to do that, then let them.

In relation to essential NPC's? praise Bethesda for mods!

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Bird
 
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Post » Fri Oct 02, 2015 10:54 pm

Yes, but the point is, it's not necessary to have invulnerable NPCs if the game is designed with that in mind. In the case of FO:NV, the MQ can always be concluded because the Yes Man is the fallback guy when everything else goes to crap :P. Yes, you can accidentaly fail many quests due to the game's intricate web of quest dependencies, but that's part of what makes the world feel alive.

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Teghan Harris
 
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Post » Fri Oct 02, 2015 8:13 pm


Let me put it another way. If Bethesda is going to make companions essential by default then it's incredibly likely they did the same for at least thier main quest NPCs. I'm just saying, it would be out of character for them to change it and if they did I'd be questioning why they'd flip flop about avoiding fail states which would result in a player loading a save.
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katie TWAVA
 
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Post » Fri Oct 02, 2015 9:42 pm

hell no, dont get me wrong but that is super old school from game, that much freedom is stupid, why a developer will spend almost 7 year so u just go and screw all his work.

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alicia hillier
 
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Post » Sat Oct 03, 2015 12:39 am

What I'm saying is that in FO:NV there is no such thing as a fail state. The game is designed to be completable no matter how trigger happy you are.

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Stephanie I
 
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Post » Fri Oct 02, 2015 6:07 pm

I'd laugh if the last viable death triggered an end-game cutscene:

The sole survivor slaughtered all before them to earn their name.

Because war, war never changes...

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TIhIsmc L Griot
 
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Post » Fri Oct 02, 2015 4:04 pm

FO3, even with DLC, had a poorly populated ecosystem, when it came to the amount of people in settlements.

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Maeva
 
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Post » Fri Oct 02, 2015 10:25 pm

Ecosystem? What ecosystem? Lol
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Nims
 
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Post » Sat Oct 03, 2015 12:20 am

Thats how it was in morrowind but the angry feedback they got from the people who killed there quest givers didnt go unnoticed so now bethesda has essential npc's so people who go around just go around mindlessly killing everything dont comeback and complain that there are no more quest.
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helen buchan
 
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Post » Fri Oct 02, 2015 1:35 pm

Yeah, I never had a problem with this. They even programmed a back door to the end game if you were the homicidal type!
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Auguste Bartholdi
 
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Post » Sat Oct 03, 2015 5:04 am

Well that's how I would do it, anyway.

That's what I did with Morrowind when I was finally done done with it.

Get Umbra, slay everyone.

I save those kind of plays for when I'm just...done. You know?

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Add Me
 
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Post » Fri Oct 02, 2015 9:10 pm

Personally, I wouldn't even on my evil characters. Making the world void of any and all named NPCs makes for a boring play through. Once I decimated as much of Riverwood and Whiterun as possible and over time got tired of the fact that I couldn't do business and began to seriously regret killing everyone there, even if it were for a roleplay as a deranged werewolf.

But if people want to do that, sure, why not?
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cheryl wright
 
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Post » Fri Oct 02, 2015 10:47 pm

Moved this to "Fallout Series Discussion" where we discuss the series and compare all of the Fallout games to date and in the future. I feel this is more appropriate for this section.

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Robert Devlin
 
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Post » Fri Oct 02, 2015 2:09 pm

Well it was SUPPOSED to be about Fallout 4 lol.

As far as freedom goes I think we will have a lot more than the RPG cultists seem to think. The fact that it was said that you can shoot anyone in the face during conversations, as well as that the world is inhabited by solely bi-sixuals, and plenty of character creation options would suggest that you can shoot, romance and design whoever you want.

And it will all be destroyed by an invisible wall on top of a small hill.

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Beth Belcher
 
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Post » Fri Oct 02, 2015 11:46 pm

I hardly ever kill non-combatants but in New Vegas I loved having the choice, there are quite a few characters in that game who're just begging for a bullet :devil:

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Anna Watts
 
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