ID:49844
 
Keywords: fallout
I've been taking a bit of a vacation from my BYOND project lately, to make light of my procrastination. That said, the liberation of being able to develop my own game when I'm bored of everything else is an attraction that will keep pulling me back.

The prime subject of my deviation was Fallout 2 (mostly in anticipation for Fallout 3). In relation to BYOND, Fallout 2 is also a tile-based RPG that could probably be reasonably recreated within BYOND's scope. Fallout 2 is a 10-year-old game that nonetheless holds up quite well today. That said, there was many lessons to be learned from playing that game that a game designer can appreciate. I thought I'd post up a quick summary of some of those lessons:

  1. A good role playing game mechanic endeavors to keep the game challenging for the player from start to finish.

    Developing your RPG to be hard at first and then easy later may give the player a feeling of accumulating power, but it also kills the sense of flow - a player who is not meaningfully challenged is a bored player.

    It's boredom that is the ultimate cause of the dreaded "grind." Eliminating the grind has less to do with what you make the players do (and/or for how long) and more to do with keeping them involved in activities that entertain them. Keep the flow theory satisfied and you may find your complaints about the grind to be significantly reduced.
  2. One must be careful in balancing their RPG mechanics to be of equal worth per player investment.

    Fallout 2 had a number of issues with their skill system, such as the redundancy of the Doctor and First Aid skills and a massive difference in overall influence between perk effectiveness. The SPECIAL system, while it definitely has its upsides, was not as special as nostalgia told me, and these were ultimately matters of further refinement.

    How much refinement is too much refinement? It's hard to say. The main things a player wants out of a selection of character skills and perks are probably a feeling of power and uniqueness on the outside while a meaningful game interaction at the core.
  3. Isometric perspectives may look good, but they introduce a slew of interface problems that need to be resolved.

    In Fallout 2, this manifested in many ways. You could not see enemies hidden by walls unless you went into targeting mode. You had to pixel hunt to find items obscured by things that could be clicked through (like corpses) and if that item was behind an unclickable object it was pretty much lost forever. Certain doors were very difficult to open because they were not coded to stay visible as the player approached.
  4. A good story can drive a player to complete a game despite its faults.

    In the end, it was Fallout 2's post-apocalyptic scenario, well handled through excellent storytelling while maintaining a relatively open-ended flow, that allowed me to tolerate all its many faults to the very end.
I could recommend any BYOND developer take a little time out to revisit this 10-year-old fossil, both for insights on great game design as well as an encouraging note of how much a little thought can improve even this infamously excellent game. (The easiest way to find it is probably via Gametap.)
Additionally you can get Fallout, Fallout 2 and Fallout Tactics for $5.99 each on Good Old Games.
Hazman wrote:
Additionally you can get Fallout, Fallout 2 and Fallout Tactics for $5.99 each on Good Old Games.

Thanks for that. If Good Old Games gives you a full copy that can be modded, I'd say that's even a better route.

Reason being that there's a number of mods over on No Mutants Allowed that help overcome Fallout 2's few difficulties with newer computers. (Mostly the overland travel/encounter mechanism.)

GameTap locks the software away to the extent where you can't.
Geldonyetich wrote:
Hazman wrote:
Additionally you can get Fallout, Fallout 2 and Fallout Tactics for $5.99 each on Good Old Games.

Thanks for that. If Good Old Games gives you a full copy that can be modded, I'd say that's even a better route.

Reason being that there's a number of mods over on No Mutants Allowed that help overcome Fallout 2's few difficulties with newer computers. (Mostly the overland travel/encounter mechanism.)

GameTap locks the software away to the extent where you can't.

Apparently there's zero DRM. I've downloaded and installed a couple of games from GOG and, although the games are installed in a GOG directory rather than the original path, it seems that they're pretty standard installs, although some of them may run custom code. Apparently they also mod the games slightly to get them compatible with modern machines (they claim all of them are 100% XP and Vista compat. and they provide some support), which may mean certain mods won't work.
I'll try and track down an Operation Flashpoint mod or something and see if it works correctly.
I wish I had an isometric engine to excuse why I just went hunting for GOG instead of just scrolling down a bit. =)
How come you single out Fallout 2? It wasn't quite as groundbreaking as the first considering all they did was update the engine.

Also, GameTrailers.com just started a Fallout Retrospective.
The main reason I single out Fallout 2 partly because it's the latest version of that engine and partly because it was a game I just completed.

I played Fallout 2 and Fallout 1 was back when they were released, too. However, I've a much more active game designers' perspective now, and that's why I came away from it with some interesting lessons to share.

In my barely-contained Fallout 3 anticipation, I checked out that Fallout Retrospective yesterday and I have to agree it's an excellent view. One minor nitpick: Vault 13 was not the "preserve pure genetic stock" vault, that was Vault 8. Vault 13 was the "isolation for 200 years" vault.