NokiMo
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Fallout 3

Fallout 3

Comments

Wow, I guess I'm in the minority that liked the graphics of Fallout 3. I'm a sucker for the graphics from the 2000s.

The Bread Pirate

Okay now get a video camera and put this to paper so I can watch it while I do my dishes.

Austin

I took a class in college that was called something like "literacy and narrative in gaming" and the echoes have made me think about the topic of leveling systems and how they add to the experience of RPGs whenever I play one. I do love Skyrim's system, I admire how seamless it is and how you learn a skill by doing it, but I also think a more gamey level system has its place. In some cases, it's just very vibey in a video game kind of way. Dark Souls and other FromSoft games are a good example. The first one especially kind of feels like a cursed artifact you find in an attic where a fantasy world was transmuted into an old-school RPG game (one of the few where build feels truly deep in customization). Other times the more menu-driven leveling feels more tactical, and that vibes with the themes or mechanics of the game as well. Any turn based or squad based systems I think work well with a more abstract leveling system because tactics. The lock-in is a different matter. If a game is super long, I think universally it's a better quality of life to be able to re-spec. Sometimes a shorter game that anticipates more replay (I almost never replay a long RPG, I play one hyper-completion run and that's it, that's my character) can support its themes by having you dedicate that run to a build. I also really appreciate a more interesting one-off system, like the card-based perk leveling in Fallout 76. It was fun itself, shuffling through and building your character in a limited system (although I would also appreciate the same thing in a more expansive system). In general, Skyrim and Fallout 4 and 76 were very pleasing to me with their focus on perks rather than skill points, even if the skill points still existed. Despite being crunchier RPGs, it makes them a little more palatable, like an action RPG like the Batman: Arkham games. Me and my players also tend to take feats instead of ASI in DnD. We're more into features than maxing. Feature creep is hard there, though, because you have to remember what you have. I'm playing Jedi Survivor and a lot of the leveling is new moves, which I then have to remember button combos for. T_T So difficult.

Veronica Sipe

The modding conversation is something I think about a lot. I generally agree with you that I'd rather not invoke my will on something I'm consuming, but the line is blurry. Fallout 3 is an extremely ugly game.

Austin

Fallout 3 is so ugly I literally cannot play it. It's not the art design, but the actual graphics tech itself. I know I can mod it to make it look how I want it to look, but that feels so wrong in a way I can't even explain. It would be like if you were watching a movie and before it started it asked "would you like to replace all the male characters with women, who also have big tits and barely any clothes?" What is the line between experiencing the game as the developers intended and trying to warp their vision into my vision? (I'm not saying my vision is big titted ladies, I'm just saying that when it comes to alot of mods for Bethesda games, that seems to be what a lot of gamers want). I don't look at a piece of art and think "this would be awesome if I could change basically everything about it" Usually I just find art that resonates with me without the need to butcher it.

Novel


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