You sure have forgotten a lot though, that's for sure.Elmoth said:NO! NO GOD NO! NO PLEASE GOD NO!
1. You're not an amnesiac in NV
Yes in FO3 you are a vault dweller. In NV you are a courier. I do not see much difference there, except that you actually get to go through your character's formative years in FO3. You're prompted to think about what kind of kid you were, and given the opportunity to play it out and experience any reward or consequences. This to me is better.2. In Fallout 3 you HAD to be a vault dweller teenager, whilst in NV you could be ANYONE before you got the courier job. ANYONE. You could be an enclave deserter, vault dweller, caravaneer, trader, serial killer, your mother. . .etc. .
The dialog. Also in FO3 how can you not be new to everyone, when you were born in a vault and have never been outside it until the end of the tutorial?3. Who says that in NV people know you and in Fallout 3 your new to everyone? It's not like that. I think about half the dialogue in NV is inquiries about the world. Mr. House, who's he? The brotherhood of steel, never heard of em!
Sure you can. Dump that FEV into Project Purity. Okay okay, it doesn't stop the Enclave shooting at you, but that's Bethesda's mistake.For me the big difference between Fallout 3 and New Vegas i choice. In Fallout 3 you can't side with the enclave. You have to be the big hero of the brotherhood of steel.
No, they just didn't want to. Their answer was a total cop-out. They just didn't want to spend the time and money to plop down some new statics and npcs or--and this is the major part, most likely--record four new sets of dialog. They could easily have justified the expense by making it a DLC. You know, the way Beth did it with Broken Steel, even if they did kinda half-ass it, at least they tried. If I sound bitter about this, it's because I am. I said it previously: it hurts a lot, RP-wise. Since I am writing (blogging) the story of my character as I go along, this is important to me.Whilst in New Vegas you can choose between 3 main factions, or do it yourself with some help from your robot butler. And you can combine those with being a good, neutral or evil person.
And with almsot every quests there's options. REAL options, not one where everything's the same except for your goodness/evilness meter. That's why they didn't let the game go on after the end, there's too many variables. If they did do it all your actions would've been for nothing.
Alright, let's look at what the big four are:evilneko said:No, they just didn't want to. Their answer was a total cop-out. They just didn't want to spend the time and money to plop down some new statics and npcs or--and this is the major part, most likely--record four new sets of dialog. They could easily have justified the expense by making it a DLC. You know, the way Beth did it with Broken Steel, even if they did kinda half-ass it, at least they tried. If I sound bitter about this, it's because I am. I said it previously: it hurts a lot, RP-wise. Since I am writing (blogging) the story of my character as I go along, this is important to me.
Oh my god are people still whining and complaining about there being no post-Hoover Dam DLC?evilneko said:No, they just didn't want to. Their answer was a total cop-out. They just didn't want to spend the time and money to plop down some new statics and npcs or--and this is the major part, most likely--record four new sets of dialog. They could easily have justified the expense by making it a DLC. You know, the way Beth did it with Broken Steel, even if they did kinda half-ass it, at least they tried. If I sound bitter about this, it's because I am. I said it previously: it hurts a lot, RP-wise. Since I am writing (blogging) the story of my character as I go along, this is important to me.
The major thing is the dialogue, the rest is pretty trivial and could conceivably be done in a matter of hours even with NV's crash-happy GECK (which I'm sure, the devs have something better). I think you're overestimating how much dialogue would be needed. Dozens of even named NPCs share a common dialogue pool. As for the minor endings, not much is needed for those.Gethsemani said:Alright, let's look at what the big four are:
1: The Courier and Yes Man assume control over New Vegas. You'd need to make a lot of new dialogues indicating that the Courier now is the King of the Strip.
2. Mr. House expels everyone else from New Vegas and the Mojave.
3. The Legion takes over Mojave.
4. NCR establishes contol over Mojave and Hoover Dam.
All four major ending points requires that you switch out NPCs, remove assets, write metric tons of new dialogue for each character about the changes that has taken place and that you put in new NPCS as appropriate, whatever it is more legionnaires or more securitros. And that's even before we get to the dozen or so sub-plots about the various other factions that would also require changes in dialogue, NPCs being added or removed etc.. To make New Vegas a decent "play after main story" would take almost as much work as the main story itself did.
Yeah... No. If anything you are under-estimating how much time and effort it would take. Either way, it is kind of a moot point seeing as how New Vegas was a usual Obsidian title that was rushed to release. Considering how many bugs was in the initial version, I think it is fair to say that Obsidian had already pushed the envelope on how much they could put in one game.evilneko said:The major thing is the dialogue, the rest is pretty trivial and could conceivably be done in a matter of hours even with NV's crash-happy GECK (which I'm sure, the devs have something better). I think you're overestimating how much dialogue would be needed. Dozens of even named NPCs share a common dialogue pool. As for the minor endings, not much is needed for those.
It would've been possible, and probably no more expensive than producing any of the other DLCs.
The karma meter in New Vegas is barely used for anything, probably the only significant time it is checked is when you have Cass as a companion, other than that reputation is more important.A Weakgeek said:How come people think that Newvegas is more morally grey game? Since the game tells you if you are evil or good by using the karma meter. There is no moral question there.
That was kind of the whole point, it's been more than 200 years since the bombs fell, people are now starting to rebuild and now the whole cycle has begun again.iseeyouthere said:.
New Vegas felt too 'civilized', too much of that pre-war atmosphere. It didn't feel like a place filled with danger where no one was master, but more along the lines of small pockets of resistance while the humans choked one another. I have a bet that if one of the armies wins, the whole land will be wiped of the pests and it will become safe. Boring.
But what does it matter when the game tells you that what you just did is good or evil? It eliminates the whole morality of the task. It doesen't matter if karma affects anything or not, by having the system it proves that the game was designed with a "good" and a "bad" choice to all problems. Theres no room for analysis there, just choosing in the start if you want to be a goodguy or an asshole.ChupathingyX said:The karma meter in New Vegas is barely used for anything, probably the only significant time it is checked is when you have Cass as a companion, other than that reputation is more important.A Weakgeek said:How come people think that Newvegas is more morally grey game? Since the game tells you if you are evil or good by using the karma meter. There is no moral question there.
Then there are the actual choices themselves, deciding which faction will rule Vegas is very grey as all powers have procs and cons and it's really all up to you.
Honest Hearts also has a very grey ending.
It doesn't, if you finish the game with Legion then a message doesn't come up saying you've lost Karma, same goes for NCR and gaining Karma.A Weakgeek said:But what does it matter when the game tells you that what you just did is good or evil? It eliminates the whole morality of the task. It doesen't matter if karma affects anything or not, by having the system it proves that the game was designed with a "good" and a "bad" choice to all problems. Theres no room for analysis there, just choosing in the start if you want to be a goodguy or an asshole.
While you can think that factions have pros and cons, you cant deny that the game was desinged like this NCR=Good Legion=Bad Yourself=Neutral. The little factions are a little more interesting atleast. I guess you can think of it as you want, but I'm sure you know this is how they wanted you to think.