Agreed. (to a point). In Fallout the important ones had voice, the bystanders had brief non-committal lines that you would expect of bystanders. I prefer the easy distinction.
(Also... Had the game made it commonplace that NPC's may talk in text, Modders would have had a far easier time adding quests that didn't stand out like a black-eye).
Well these days we can spot the non-speaking roles by the title of the character. "Local Priest" in a tavern, or "Peasant" in the village. They're gonna say something about the weather, or make a statement about the army over the hill or whatever. Whereas "Jeff Jefferson" is gonna tell you something you might wanna hear. People running up to "Megaton Settler" after "Megaton Settler" and getting annoyed with their useless comments should probably not click on "Megaton Settler". Voiced or not. lol
These background characters in old games would stand around repeating a three frame jerky animation and have subtitles appearing over their heads. Floating text. "I wish I was somewhere else. *burp*" These days you can walk by the modern versions as they're having a back and forth in audio. Like Jericho in Megaton going, "Hey you! You a Raider spy? You better not be f**cking lying to me." This adds depth in atmosphere in an almost passive way, you as the player are just running on by. Old school could never do that. Directional audio, too. Someone says something and you turn around and look at them, old school with full audio, the character would have to light up or something for you to know who was speaking.
Tenpenny Tower, as much as I dislike the place, could probably work very well as an area in Fallout 1, with Tenpenny residents standing around with their floating text, "Those Ghouls shouldn't be allowed in here." I think we can all imagine a better Tenpenny Tower than the one presented in Fallout 3, if given it in the Fallout 1 style of game.
I remember a section of Planescape Torment that had prosttutes everywhere, with floating text invitations. "Do you like what you see?" Type stuff. The atmosphere was made good by an ambient loop, using the recorded sounds of a rabble of people and indistinct calls from the prosttutes. These days you'd see the prosttutes in detail, different from one to the next, with possibly three or more different voice sets making up their calls for business, actual lines from a script, all as the rain falls around you and the sky above is turning dark and the stars are now blinking overhead, beyond the drifting grey clouds. Sky! lol
You can have an Etch-a-Sketch, and compare it to a framed ink drawing and say that the drawing is far more detailed and "worthy" ~but the drawing does not let you draw... That's what an Etch-A-Sketch does ~that's what its for, that's it's achievement. Fallout 3 is a painting of the Fallout setting ~you see it as you find it. Fallout is/was an abstract of the Fallout condition; the setting (like it's wasteland) was open to interpretation.
Yeah but where's the cut off point for a modern game? I'm reminded of that scene in 28 Days Later, when the small group are spending the night in a corner shop or something, and the guy describes where he was when the Rage broke out. It's a pretty powerful scene because he's talking about a carpet of bodies in an airport or train station, amidst the screams and blood of the infected and uninfected, and trying to hold onto his sister's hand to pull her free from a tide of total chaos. If that had been presented as an actual visual scene, it's debatable as to whether it could have the same impact.
Would the nuclear explosion of The Power of the Atom have been as powerful if it had been presented old school, but using modern tech. So instead of actually seeing the explosion, you see the aftermath, and hear the accounts of witnesses or whatever? Or is it better to see it for yourself? To see the flash, and seconds later feel the impact through great sound and slight visuals, watching in real time as a town is destroyed in a heartbeat? Icewind Dale presented this stuff via a book using Jason Manley’s excellent art work, and with the very good voice talents of the narrator. For a studio to capture the final moments of Icewind Dale now they'd have to put the player in the tower as it collapses, bombard the player with effects and surround him with characters reacting to it. Much like in Fallout 3 with Raven Rock.
They could do it after the fact through dialogue, using characters the player interacts with, offering hearty descriptions a la 28 Days Later to really get it across. Or offer it up in the Fallout 3 slideshow cinematic type things. "And so the Lone Wanderer flipped the switch, and the town of Megaton was erased from the landscape of the Capital Wasteland..." *Musical Bwaam Bwaam, fade to black, resume game*
Seeing that explosion for the first time, engaged as I was, I can't imagine it being presented any other way. It was bloody awesome. One of many visual treats that piled on atmosphere. Skulking around Anchorage Memorial in the dark and seeing a Mirelurk King for the first time, knowing you're not powerful enough to let it see you, as its clicking resonates in the room around you. Having the Dunwich location added to your map during an exchange with a character in a village nearby, and going to have a look, only to pee in your pants as you very slowly make your way thorugh it. lol
As to "what Fallout 3 apparently, actually, factually, undeniably failed to do"...
Fallout holds you to your actions. (this makes them important)
I agree, but we're talking atmosphere here. I think Fallout 3 and games like it are brimming with so much content we tend to focus on just a few things and let the rest fall into some mental oblivion when we're away from it. Break it up so we can cope with scope. We just don’t address the literally thousands of little things that make up the whole. It surprises me every time I play it, because I forget how complete it feels. Then something will happen to jar my perception of how complete it is, by standing out as... just... wrong. Like an NPC getting stuck on a tiny piece of landscape, or two textures that meet but don't blend so well. Gotta take a breath and stand off, look at the whole and then appreciate those little things as, little things. If we compensate for them, as I do, to the same degree we did for the classic games, there's nothing to seperate the two (Fallout / Fallout 3) atmospherically, but the younger, modern cousin, Fallout 3, just becomes something leagues apart from its ancestor.
With the Icewind Dale’s and Fallout 1's, you gotta pick on little things and expand on them, and mentally compensate for everything that's missing. Turns out it's quite a lot, and so essentially you're mentally developing the game as you play it, blending tiny aspects of the design, with the sparse text descriptions, and using the portraits for the characters painted in Jason Manley’s excellent style or something, for characters, mentally adding the very voices of the characters you encounter, who you're probably reading more intently precisely because they have no voice.
This is long, I should stop typing. :unsure: lol :blink: