Major lack of emotion. :(

Post » Sat Mar 05, 2011 11:58 pm

In fallout I beleive that the story Is lacking one of the most important things of all. There Is no Love, Emotion, Sacrifice to this game.

All you are Is a couriar that seeks out vengance and kills people whenever needed to, you never get to find out the backround story of youself maybe its sad maybes its cruel.
Never In any of my play-through was I attached to my character to at least the point where I understood his life and could connect to game more.

Though I shouldn't compare to fallout 3 I will.

In fallout 3 you are grown up with your dad from birth to running after him from the vault, talking to him about Mom and why You dont want to do the G.O.A.T. Growing up with him the player can become part of the game understanding that your a boy you loves his Dad and will allways be there for him from having cheerfull talks with him to listening him through you Pip-Boy telling you he loves you and he must leave.

In time after helping your dad complete rebooting his project the Enclave come and soon watching him kill himself, watching his hand slip from the glass as he looks at you with his last moments maybe with pride maybe with sadness.

Avenging your Father, going to the endgame cut-scene It shows a picture of your father reminding the player of Him with sadness and weep, maybe for cruel players laughter and joy.

In Fallout NV I felt none If this no backround story no loved ones sacrifice themselves for you. instead you a killer who end up seeking power for New Vages.

Have any of you found lack of emotion to New Vages? Mind the spelling errors. Tell me below :)
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le GraiN
 
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Post » Sun Mar 06, 2011 9:06 am

ya i think they should have made it a better revenge story. like maybe benny also killed your family. then there would be hell to pay. :gun:
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Stace
 
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Post » Sun Mar 06, 2011 8:42 am

yes i do to but its Fallout New Vegas not Fallout 4 im not sure if this makes a difference but i expect or at least hope that fallout 4 will have the emotional bond found in fallout 3
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Emmie Cate
 
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Post » Sun Mar 06, 2011 4:30 am

there's plenty of "emotion" just because the story isn't black and white, good vs. evil generic lovely lovely doesn't mean it doesn't exist. Also Welcome to the world of Fallout, Morally grey, is the name of the game.

FO3 failed for me in getting any sort of emotional attachment to your father, since he's so shallow, and your simply told you care about him and are forced along the rails to help him.
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Jordan Fletcher
 
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Post » Sun Mar 06, 2011 10:32 am

there's plenty of "emotion" just because the story isn't black and white, good vs. evil generic lovely lovely doesn't mean it doesn't exist. Also Welcome to the world of Fallout, Morally grey, is the name of the game.

FO3 failed for me in getting any sort of emotional attachment to your father, since he's so shallow, and your simply told you care about him and are forced along the rails to help him.

Nvm this didnt mean to press reply button. :banghead:
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Beulah Bell
 
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Post » Sat Mar 05, 2011 11:14 pm

Fallout: Oh Noes! We have a broke water chip! *crying*

Fallout 2: No. NOOOO, not the village that I was born in. [censored] you, Enclave! *sobs*

Fallout 3: Well, you already said it.

Fallout: New Vegas: Man, when you shot me in the head, it hurt. Time to die.
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KU Fint
 
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Post » Sun Mar 06, 2011 1:18 am

Everybody pull up a chair and let me tell you a story. See back before there were computers that could run cool video games, we had these things called RPGs. We all sat around a table, drank some advlt beverages, rolled a bunch of dice and talked in funny accents. Role Playing it was called. The best way I can describe it to anyone who hasn't done it is this: It's like impromtu theater. There's no set lines and the actors just say/act what they think their "character" would say/act. It's basically just a bunch of folks acting (and rolling dice).

Now the thing about these characters is that they were competely figments of our imagination. We "rolled" their stats, but we made up everything else about the character. Age, six, race, background, everything. We didn't have (or need) anyone to tell us what our character's background was.

Now fast forward to today. We all play what we call "Role Playing Games" on our fancy computers. But they're not really like what we used to play. We have to play a character with some limitations on what we can do, what the programmers will allow us. So we say we're "role playing", but it's more like we're "role-assuming". And this leads to changes in the way people think of RPGs. One of those things is the character backstory. Lotsa folks might complain that the game is deficient because it doesn't give us a thorough or compelling backstory. Back in the paper and pen days, if some GM tried to tell me what kind of character to make, he'd get something thrown at him. Creating the character, history included, was always one of the best parts of gaming. And something that has been lost in CRPGs.

Just a few thoughts from an old campaigner. Some of you folks might want to try creating your characters from scratch once, just to see how you like it. Give yourself some kinda intersting story, and play the game making your decisions based on that character. Heck, ignore the quests if you want to. Some of the most fun playthroughs I had were ones where I completely ignored the main quest.

-Gunny out.
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Laura Ellaby
 
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Post » Sun Mar 06, 2011 5:49 am

I'd say New Vegas has plenty of emotion, alot of it for me was pride in having helped the people I did, to help Mr. House keep control of New Vegas, if you don't see any emotion, then you may be doing something wrong.
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Ana
 
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Post » Sun Mar 06, 2011 10:10 am

New Vegas has emotion. The game is not black and white, good vs evil. You have to talk to people in New Vegas and not just run and gun. The DLC will continue the story and fill in some of the courier's back ground. Emotion is there, you just have to go and find it. The game is not going to hold your hand or rail road you into a set path.
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Nancy RIP
 
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Post » Sun Mar 06, 2011 3:25 am

in Fallout 3 i felt kinda sad that your father died and also when you were kicked out of 101 by your vault girlfriend but in NV your just a stranger and no one knows you, and NV isn't that personal, your working for an entire faction rather than just one small base or town. and in NV i have noticed that almost nobody is related to one another there just friends or soldiers and your always working for a boss who doesn't give a crap about you well except for Yes Man, this game also lacks facial expressions on NPCs. The only person i felt sorry for was for Christine in "dead monkey" and i hated Domino when he back-stab me but that was one of the few times you feel emotional in NV
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Daramis McGee
 
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Post » Sat Mar 05, 2011 11:38 pm

Have any of you found lack of emotion to New Vages?


Even the dog had a sob story.
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Assumptah George
 
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Post » Sun Mar 06, 2011 4:33 am

Everybody pull up a chair and let me tell you a story. See back before there were computers that could run cool video games, we had these things called RPGs. We all sat around a table, drank some advlt beverages, rolled a bunch of dice and talked in funny accents. Role Playing it was called. The best way I can describe it to anyone who hasn't done it is this: It's like impromtu theater. There's no set lines and the actors just say/act what they think their "character" would say/act. It's basically just a bunch of folks acting (and rolling dice).

Now the thing about these characters is that they were competely figments of our imagination. We "rolled" their stats, but we made up everything else about the character. Age, six, race, background, everything. We didn't have (or need) anyone to tell us what our character's background was.

Now fast forward to today. We all play what we call "Role Playing Games" on our fancy computers. But they're not really like what we used to play. We have to play a character with some limitations on what we can do, what the programmers will allow us. So we say we're "role playing", but it's more like we're "role-assuming". And this leads to changes in the way people think of RPGs. One of those things is the character backstory. Lotsa folks might complain that the game is deficient because it doesn't give us a thorough or compelling backstory. Back in the paper and pen days, if some GM tried to tell me what kind of character to make, he'd get something thrown at him. Creating the character, history included, was always one of the best parts of gaming. And something that has been lost in CRPGs.

Just a few thoughts from an old campaigner. Some of you folks might want to try creating your characters from scratch once, just to see how you like it. Give yourself some kinda intersting story, and play the game making your decisions based on that character. Heck, ignore the quests if you want to. Some of the most fun playthroughs I had were ones where I completely ignored the main quest.

-Gunny out.


well said. i was one of those "old tyme" pencil and paper d&d players, and find the lack of character backstory in NV to be a great thing. you can role play the courier any way you see fit (good or evil or grey) and it works. fo3, you were raised to be a good character, and playing anything else just doesn't make sense.

i hated the father in fo3. everything revolved around him and his ego. he decided when project purity was going to be started, delayed, and finished, with no regard to anyone around him. his sacrifice? more ego driven behavior. everything the father does is to satisfy himself. he goes into seclusion because suddenly his child is the most important thing. then he abandons his child with no explanation. then leaves a massive mess in the vault and cares not that his child is suddenly in danger. he lies to and manipulates from fellow researchers to his own kid.

as far as emotion....there is nothing in fo3 like seeing your first crucified victim in NV. that elicits no emotion from you? cpl. betsy's story lacks emotion? boone's story lacks emotion? ranger andy in novac has an emotionally charged story about children terrorists. even rex has emotion and he's a dog. i could go on and on about all the characters in NV with great emotional stories. i found NV to be very emotionally charged, leaps and bounds above fo3. the only character i felt bad about killing in fo3 was moira brown. i just liked her. everyone else, i could care less what they were saying, i just wanted the loot. NV has great writing and character development. surely OP is not so desensitized that nothing in NV carries emotional weight?
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Isabel Ruiz
 
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Post » Sat Mar 05, 2011 10:52 pm

Everybody pull up a chair and let me tell you a story. See back before there were computers that could run cool video games, we had these things called RPGs. We all sat around a table, drank some advlt beverages, rolled a bunch of dice and talked in funny accents. Role Playing it was called. The best way I can describe it to anyone who hasn't done it is this: It's like impromtu theater. There's no set lines and the actors just say/act what they think their "character" would say/act. It's basically just a bunch of folks acting (and rolling dice).

Now the thing about these characters is that they were competely figments of our imagination. We "rolled" their stats, but we made up everything else about the character. Age, six, race, background, everything. We didn't have (or need) anyone to tell us what our character's background was.

Now fast forward to today. We all play what we call "Role Playing Games" on our fancy computers. But they're not really like what we used to play. We have to play a character with some limitations on what we can do, what the programmers will allow us. So we say we're "role playing", but it's more like we're "role-assuming". And this leads to changes in the way people think of RPGs. One of those things is the character backstory. Lotsa folks might complain that the game is deficient because it doesn't give us a thorough or compelling backstory. Back in the paper and pen days, if some GM tried to tell me what kind of character to make, he'd get something thrown at him. Creating the character, history included, was always one of the best parts of gaming. And something that has been lost in CRPGs.

Just a few thoughts from an old campaigner. Some of you folks might want to try creating your characters from scratch once, just to see how you like it. Give yourself some kinda intersting story, and play the game making your decisions based on that character. Heck, ignore the quests if you want to. Some of the most fun playthroughs I had were ones where I completely ignored the main quest.

-Gunny out.

Oh, Gunny, how could I roll without you.

In the beginning of D(igital)RPG, they have generic (anti-)hero save the world stories, which is generic enough people happily ignore and fill in the gaps as they like. But as video games and the industry evolve, somehow video games have to have a Hollywood blockbuster-style story.....and that, isn't very RPG at all.

And the way they handle it in FO3 is cheap at best; like the other's said, you cannot steer/shift the story to the direction you want. Like some, I absolutely hate the James and his stupid project purity, yet the only thing I can do is either kill Sarah, myself or both. Broken Steel cheapen it further by making that "deadly" radiation recoverable.

And that avatar of OP speaks a loud for his stereo type.
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bonita mathews
 
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Post » Sun Mar 06, 2011 5:01 am

Yes. The story has no heart. But the writing is great! :confused:
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Vicki Gunn
 
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Post » Sun Mar 06, 2011 3:42 am

I started making my own character background since Oblivion, it's much more preferable than being forced into a particular role/character type with established motives. It's makes it difficult otherwise being what you want to be in a game.

The circumstances of the main character are left up to the player which is best for an rpg. I think they mostly did pretty well with NV considering the rush to get it out the door before they had finished everything.

/edit give your character your own background/personality, if your into that sort of thing, it makes a big difference.
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Kat Ives
 
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Post » Sun Mar 06, 2011 12:40 am

Same to most said above, I really didn't get any love from F3, he's only in it very briefly and whilst yeah of course he is otherwise the Vault would be 5 hours, I just don't feel enough time was spent. I also havethe massive bia sof likely the Enclave and such, got no sympathy when he killed himself, to the contrary I was more concerned about why Dad felt the need to keep such a powerful radioactive bomb in his water purifier. :confused:

Bethesda just hammered the Dad story in, all morality revolved around it, they made very few attempts to be intentionally morally grey; like would anyone have felt worse about destroying Raven Rock if they went past an Enclave school room full of kids? They've been there for 20 years so one exists. But instead no, "Enclave are bad," (even though we offer you a thin choice to "help" them) Dad and BoS are saints. I got no emotion from the ending either:

"You didn't want to sacrifice your young, nineteen year old life for a world you've known for a month? You didn't want to give your life for your Dad's work, you want to make your life your own? What a [censored] bad karma arsehole, that's what I got from my F3 ending, oh and a slideshow of some Enclave soldiers too except that I thought that they must be the only ones left after being forced to help the BoS and kill them all.
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Adam Porter
 
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Post » Sun Mar 06, 2011 9:58 am

Everybody pull up a chair and let me tell you a story. See back before there were computers that could run cool video games, we had these things called RPGs. We all sat around a table, drank some advlt beverages, rolled a bunch of dice and talked in funny accents. Role Playing it was called. The best way I can describe it to anyone who hasn't done it is this: It's like impromtu theater. There's no set lines and the actors just say/act what they think their "character" would say/act. It's basically just a bunch of folks acting (and rolling dice).



Hahahahaha!!!! FT [censored] WIN!!!!

Gunny has nailed it!

/thread. Forever.
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Marcia Renton
 
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Post » Sun Mar 06, 2011 4:00 am

In fallout I beleive that the story Is lacking one of the most important things of all. There Is no Love, Emotion, Sacrifice to this game.


I'm not sure I understand. Are you looking to explore the vast range of human emotion? Check your TV guide for the Life Time channel. Besides the background story is only a setup for the main theem, Go Kill and in many cases kill or be killed. Don't fool youself into thinking this game is anything but that.
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Heather M
 
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Post » Sun Mar 06, 2011 1:29 pm

Personally, Fallout 3's father story didn't do much for me. I don't care about that guy, he's not my real father, why should i even go after him?

In New Vegas, the main story forces you to make decisions, personal decisions, and occasionally sacrifices.

Here's an example. If you decide that you trust Mister House with the future of New Vegas, he'll force you to destroy the Brotherhood. This was a major dilemma for me, as i'm loyal to the Brotherhood (unlike to that father figure who you interact with 3 entire times before he legs it). I ended up going against House, disregarding the big picture as i'm only human.

You have to choose what to do based on your own personal opinion, not follow some guy because the game tells you to. Granted, the part with Benny kind of does that, but even that gives you more incentive than FO3 did.

Fallout 3 has its share of decisions and consequences, like the Tenpenny Tower mission, that was a proper kick in the nuts. But the main story that you praise is definitely not one of its strong points in my mind.
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Sarah MacLeod
 
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Post » Sun Mar 06, 2011 10:51 am

Same to most said above, I really didn't get any love from F3, he's only in it very briefly and whilst yeah of course he is otherwise the Vault would be 5 hours, I just don't feel enough time was spent. I also havethe massive bia sof likely the Enclave and such, got no sympathy when he killed himself, to the contrary I was more concerned about why Dad felt the need to keep such a powerful radioactive bomb in his water purifier. :confused:

Bethesda just hammered the Dad story in, all morality revolved around it, they made very few attempts to be intentionally morally grey; like would anyone have felt worse about destroying Raven Rock if they went past an Enclave school room full of kids? They've been there for 20 years so one exists. But instead no, "Enclave are bad," (even though we offer you a thin choice to "help" them) Dad and BoS are saints. I got no emotion from the ending either:

"You didn't want to sacrifice your young, nineteen year old life for a world you've known for a month? You didn't want to give your life for your Dad's work, you want to make your life your own? What a [censored] bad karma arsehole, that's what I got from my F3 ending, oh and a slideshow of some Enclave soldiers too except that I thought that they must be the only ones left after being forced to help the BoS and kill them all.


Pretty much this. The story had a potential, but the amount of plotholes and logical fallacies just stomps it back to the high-school student kind of fanfiction. And they made Enclave the Bowser of the Fallout series.
How am I supposed to 'care' for a person who is basicly shoved down my throat? I got more attached to Rose of Sharon Cassidy who had more personality than 70% of the F3 NPCs.
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Ana
 
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Post » Sun Mar 06, 2011 10:07 am

It is BioWare's newer games i look for when i want an emotionally engaging story. Mind you i haven't played the classics enough to form an opinion, but the modern Fallouts are all about shooting people in the face :hehe:
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Lizzie
 
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Post » Sun Mar 06, 2011 12:22 am

Come, ToJKa, are you serious after what happen to DA2?
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Eddie Howe
 
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Post » Sun Mar 06, 2011 12:21 pm

Especially after DA2. It took the "Dark Fantasy" thing more seriously than Origins. There's a thread in Community Discussion if you want to hear more.
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Penny Wills
 
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Post » Sun Mar 06, 2011 1:45 am

Everybody pull up a chair and let me tell you a story. See back before there were computers that could run cool video games, we had these things called RPGs. We all sat around a table, drank some advlt beverages, rolled a bunch of dice and talked in funny accents. Role Playing it was called. The best way I can describe it to anyone who hasn't done it is this: It's like impromtu theater. There's no set lines and the actors just say/act what they think their "character" would say/act. It's basically just a bunch of folks acting (and rolling dice).

Now the thing about these characters is that they were competely figments of our imagination. We "rolled" their stats, but we made up everything else about the character. Age, six, race, background, everything. We didn't have (or need) anyone to tell us what our character's background was.

Now fast forward to today. We all play what we call "Role Playing Games" on our fancy computers. But they're not really like what we used to play. We have to play a character with some limitations on what we can do, what the programmers will allow us. So we say we're "role playing", but it's more like we're "role-assuming". And this leads to changes in the way people think of RPGs. One of those things is the character backstory. Lotsa folks might complain that the game is deficient because it doesn't give us a thorough or compelling backstory. Back in the paper and pen days, if some GM tried to tell me what kind of character to make, he'd get something thrown at him. Creating the character, history included, was always one of the best parts of gaming. And something that has been lost in CRPGs.

Just a few thoughts from an old campaigner. Some of you folks might want to try creating your characters from scratch once, just to see how you like it. Give yourself some kinda intersting story, and play the game making your decisions based on that character. Heck, ignore the quests if you want to. Some of the most fun playthroughs I had were ones where I completely ignored the main quest.

-Gunny out.



That's the best description of what a Real RPG is bar none. Yes you actually use you brain and think for your self using your own acting or story telling talents. We also came together as a group and hung out, that was part of the experience. Aah the good ol' days :foodndrink:
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Nitol Ahmed
 
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Post » Sat Mar 05, 2011 11:20 pm

Everybody pull up a chair and let me tell you a story. See back before there were computers that could run cool video games, we had these things called RPGs. We all sat around a table, drank some advlt beverages, rolled a bunch of dice and talked in funny accents. Role Playing it was called. The best way I can describe it to anyone who hasn't done it is this: It's like impromtu theater. There's no set lines and the actors just say/act what they think their "character" would say/act. It's basically just a bunch of folks acting (and rolling dice).

Now the thing about these characters is that they were competely figments of our imagination. We "rolled" their stats, but we made up everything else about the character. Age, six, race, background, everything. We didn't have (or need) anyone to tell us what our character's background was.

Now fast forward to today. We all play what we call "Role Playing Games" on our fancy computers. But they're not really like what we used to play. We have to play a character with some limitations on what we can do, what the programmers will allow us. So we say we're "role playing", but it's more like we're "role-assuming". And this leads to changes in the way people think of RPGs. One of those things is the character backstory. Lotsa folks might complain that the game is deficient because it doesn't give us a thorough or compelling backstory. Back in the paper and pen days, if some GM tried to tell me what kind of character to make, he'd get something thrown at him. Creating the character, history included, was always one of the best parts of gaming. And something that has been lost in CRPGs.
-Gunny out.


The problem with this anology is that the DM of your PnP game can acknowledge your back-story and incorporate it into the PnP game. FNV cannot do this, so regardless as to whether I pretend to be an ex legionary, an NCR prospector, or a space cowboy, every faction and person I meet treats me exactly the same. Its like I'm playing as a ghost, or, as I've said many, many times before - you are a gun with eyes.

Now let the cosmic fan-boy anvils descend from on high. FNV is a rather soulless game.
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JAY
 
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