New Fallout 3 preview. This is going to be the best RPG ever

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haemorrhagiae

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#51 haemorrhagiae
Member since 2008 • 617 Posts

http://www.gamespot.com/xbox360/rpg/fallout3/news.html?sid=6195314&tag=topslot;title;1&om_act=convert&om_clk=topslot

This game is shaping up to be an incredible RPG. I mean just read that preview. A boy asks you to look for his father. You find him in his house dead. You can then return to the boy and give him the bad news by either saying:

"Bryan, I'm sorry, but your father is dead,"

"Your father's dead,"

or

"Sorry kid. Your old man is ant food."

I mean this is a game that offers choices! Look at those choices! And what's even more incredible is when you say the last option,the kid says "you're an a**hole."

This is just brilliant material right here. It just shows how amazing the mind over at Bethesda are. Instead of crying over his fathers death,the kid calls you an a**hole Truly brilliant writing.

I mean you can choose to be good or bad OR EVEN SOMEWHERE IN BETWEEN!

Your thoughts on this work of art?

stepat201

These similiar dialouges were in Oblivion to but yeah this game will surely deliver.

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jg4xchamp

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#52 jg4xchamp
Member since 2006 • 64054 Posts

[QUOTE="jg4xchamp"]No i think you misunderstood me.

I mean that most would look at as the main character dieing as this big impact moment in a game....

but devs rarely have to jewels to actually kill the main character....I mean its either because they think its to cliche and simple(even though it is rarely done) or its to crazy of an idea.TenP

Well, they killed the series, why not kill all the main characters in it, amirite?

yeah...actually please Kill the character so i never have to see another bethesda fallout.....

I just hope that it can atleast be more interesting than that borefest that was Oblivion.

My god....now that game was boring.
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Evz0rz

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#53 Evz0rz
Member since 2006 • 4624 Posts

I'm guessing this is sarcasmDivergeUnify

We have a winner!

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ImOldGreg

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#54 ImOldGreg
Member since 2007 • 2357 Posts

Now if it allowed you to say "Brian, I AM YOUR FATHER", it would GOTY 10/10.whocares4peace

that was JAWSOME :lol:

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rolo107

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#55 rolo107
Member since 2007 • 5469 Posts
[QUOTE="Koalakommander"]

Selectable dialogue!!!!!?????

WOW THAT'S NEVER BEEN DONE BEFORE!

stepat201

But the dialogue is so incredible! Instead of just saying it,you can say it in three different ways.

Sure,there's no option to lie to the kid and tell him his dad is alive and in the house,the kid would then go to the house and be in for a shock. But it's ok,because it's Bethesda. After all,THEY MADE OBLIVION!!!!!111!

I know it's fun to point out the stupid stuff, and not the stuff that is just like what you described, but it does make you look like one angry fanboy, who is being nitpicky in rage, and blind rage at that.

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johnstewart1111

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#56 johnstewart1111
Member since 2008 • 152 Posts
Seems like a big step up from Oblivion in world design
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iLikeTheWoods

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#57 iLikeTheWoods
Member since 2007 • 170 Posts

Selectable dialogue!!!!!?????

WOW THAT'S NEVER BEEN DONE BEFORE!

Koalakommander

that made me lol

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subrosian

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#58 subrosian
Member since 2005 • 14232 Posts
If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
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MetroidPrimePwn

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#59 MetroidPrimePwn
Member since 2007 • 12399 Posts

If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
subrosian

How 'bout "Kid, I was talking with your mom, and I think you have a new daddy now ;)" ?

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CRUSHER88

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#60 CRUSHER88
Member since 2003 • 2037 Posts
The only thing that bothers me is knowing I won't be able to get this game until after Christmas. There are far too many games coming out before this one that I absolutely must get.
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RobbieH1234

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#61 RobbieH1234
Member since 2005 • 7464 Posts

If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
subrosian
Mine would be:

"Sorry kid, your dad is dead"

"Sorry kid, I couldn't find him"

"I found your dad, he's waiting for you at home!"

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Memoryitis

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#62 Memoryitis
Member since 2006 • 2221 Posts

"Sorry kid, your dad is dead"

"Sorry kid, I didnt find your dad"

"Yeah. your old man was curb stomped by the Enclave, I watched it all happen"

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Juggernaut140

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#63 Juggernaut140
Member since 2007 • 36011 Posts

[QUOTE="subrosian"]If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
RobbieH1234

Mine would be:

"Sorry kid, your dad is dead"

"Sorry kid, I couldn't find him"

"I found your dad, he's waiting for you at home!"

:lol:

Incredible, just incredible

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mr_mozilla

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#64 mr_mozilla
Member since 2006 • 2381 Posts

[QUOTE="subrosian"]If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
RobbieH1234

Mine would be:

"Sorry kid, your dad is dead"

"Sorry kid, I couldn't find him"

"I found your dad, he's waiting for you at home!"

Depending on your speech skill and intelligence there should also be choices for:

"Arrghhh"

"Muowwww"

"Grrrr"

and also:

"I guess I have myself a new slave now"

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RobbieH1234

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#65 RobbieH1234
Member since 2005 • 7464 Posts
[QUOTE="RobbieH1234"]

[QUOTE="subrosian"]If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
mr_mozilla

Mine would be:

"Sorry kid, your dad is dead"

"Sorry kid, I couldn't find him"

"I found your dad, he's waiting for you at home!"

Depending on your speech skill and intelligence there should also be choices for:

"Arrghhh"

"Muowwww"

"Grrrr"

and also:

"I guess I have myself a new slave now"

I wish intelligence affected dialogue in Fallout 3. :(
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Juggernaut140

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#66 Juggernaut140
Member since 2007 • 36011 Posts
[QUOTE="mr_mozilla"][QUOTE="RobbieH1234"]

[QUOTE="subrosian"]If I were making Fallout 3, the dialogue choices would have been:

"Sorry kid, your dad is dead"

"Sorry kid, I didn't find your dad"

"Sorry kid, I ate your dad, he was delicious"
RobbieH1234

Mine would be:

"Sorry kid, your dad is dead"

"Sorry kid, I couldn't find him"

"I found your dad, he's waiting for you at home!"

Depending on your speech skill and intelligence there should also be choices for:

"Arrghhh"

"Muowwww"

"Grrrr"

and also:

"I guess I have myself a new slave now"

I wish intelligence affected dialogue in Fallout 3. :(

No, now it affects the level of mutation induced super powers you can use and how high your radiation bar is!!!!!!!!!!!!!!!11111

If something like that was actually announced, I would lose all faith in Bethesda.

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skrat_01

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#67 skrat_01
Member since 2007 • 33767 Posts

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

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Juggernaut140

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#68 Juggernaut140
Member since 2007 • 36011 Posts

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

skrat_01

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

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aliblabla2007

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#69 aliblabla2007
Member since 2007 • 16756 Posts
I read the name of the TC and recognized the sarcasm before I even read the OP.
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skrat_01

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#70 skrat_01
Member since 2007 • 33767 Posts
[QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

Juggernaut140

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

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angelkimne

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#71 angelkimne
Member since 2006 • 14037 Posts
Mass Effect's Dialouge and choices >>>> Fallout 3's
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Rev3nger

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#72 Rev3nger
Member since 2006 • 1127 Posts
My choices:

"Let me tell you a story about a kid named Joel whose father was eaten by Fire Ants."

"Kiddo, I've got good news and bad news. The good news is your father's dead. Oh, wait, that was the bad news. And there are no good news after all."

"Hey kid, dads are overrated."
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RobbieH1234

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#73 RobbieH1234
Member since 2005 • 7464 Posts
[QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

skrat_01

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

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Juggernaut140

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#74 Juggernaut140
Member since 2007 • 36011 Posts
[QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

RobbieH1234

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

Great post

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mr_mozilla

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#75 mr_mozilla
Member since 2006 • 2381 Posts
[QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

RobbieH1234

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

Spot on.
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DrinkDuff

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#76 DrinkDuff
Member since 2004 • 6762 Posts
[QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

RobbieH1234

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

That would be amazing. I wish Fallout 3 would be like that. :(
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IgGy621985

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#77 IgGy621985
Member since 2004 • 5922 Posts

"Bryan, I'm sorry, but your father is dead,"

"Your father's dead,"

or

"Sorry kid. Your old man is ant food."

I mean this is a game that offers choices! Look at those choices! And what's even more incredible is when you say the last option,the kid says "you're an a**hole."

stepat201

This game is going to change the face of the world as we know it with its revolutionary features.

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deactivated-63f6895020e66

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#78 deactivated-63f6895020e66
Member since 2004 • 21177 Posts
[QUOTE="jg4xchamp"][QUOTE="Pariah_001"]

[QUOTE="krp008"]a reliable and popular reviewing site > a random guy's opinionPariah_001

Wow! Elitism for the win!

um.... I wouldn't call that elitism

I mean I don't think a review is the end all be all statement.

But it isn't elitism.....

Emphasizing titular importance of someone over their substantive elements is elitism.

No it is not. It is choosing who to believe.

Gamespot, a "reliable" site, a big site, an unbiased site. Ergo, more or less reliable, unbiased reviews.

Your opinion? It is that, your opinion.

It is not elitism, it is just that some opinions are more reliable than others.

In this case, all the sites (are a lot of them) that gave Oblivion great scores weight more than your opinion.

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Kez1984

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#79 Kez1984
Member since 2007 • 4548 Posts

.

Gamespot, a "reliable" site, a big site, an unbiased site. Ergo, more or less reliable, unbiased reviews.


IronBass

Kane and Lynch rocks. It's also been fully confirmed that Dragon Age will specifically be on the ps3 and xbox 360. It will be dragon age, not a version like Dark Allaince.

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Adonymous

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#80 Adonymous
Member since 2008 • 1664 Posts

stop the press...you can choose from a pre-determined list of options?

no wai...

what is this 1985?...the future seems bright indeed

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Pariah_001

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#81 Pariah_001
Member since 2003 • 4850 Posts

No it is not. It is choosing who to believe.IronBass

Yes. Based on title and not substance.

It is not elitism, it is just that some opinions are more reliable than others.

In this case, all the sites (are a lot of them) that gave Oblivion great scores weight more than your opinion.

IronBass

A majority opinion stated by solicited sources isn't automatically given weight simply from its nature as a well-rounded conclusion.

Your point of view tolerates the idea of listening to the conlusion of one source over another based purely on the notariety between the two. That's a form of elitism.

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skrat_01

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#82 skrat_01
Member since 2007 • 33767 Posts
[QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

RobbieH1234

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

Great post and agreed.

At least games like The Witcher still give meaningful decision making, and an interesting timeline of - you made X decision at X point in the game, however *so many hours* after progressing X decision has an affect - rather than just a instant on the spot effect on you.

One of Fallouts greatest strengths was freedom of choice and consequences in a role playing environment. Too see it taken away would be crushing.

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bobbetybob

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#83 bobbetybob
Member since 2005 • 19370 Posts

"I have some good news and bad news Brian, the good news is your father is dead"

"HOW IS THAT GOOD!"

"It's good for me, I'm a necrophiliac! That is also the bad news for you."

Now THATS a choice.

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skrat_01

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#84 skrat_01
Member since 2007 • 33767 Posts

"I have some good news and bad news Brian, the good news is your father is dead"

"HOW IS THAT GOOD!"

"It's good for me, I'm a necrophiliac! That is also the bad news for you."

Now THATS a choice.

bobbetybob

Hahahahahaha :lol:

that made my night

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PC360Wii

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#85 PC360Wii
Member since 2007 • 4658 Posts

No, that title belongs to the successor to the best role playing game ever, Baldurs Gate II, which is DRAGON AGE ... bow down now.

In before the "Buh buh I dont like Isometric games :cry:"

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ImOldGreg

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#86 ImOldGreg
Member since 2007 • 2357 Posts
[QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

RobbieH1234

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

What are you doing here? GO AND HELP MAKE THIS GAME!! :P

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RobbieH1234

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#87 RobbieH1234
Member since 2005 • 7464 Posts

What are you doing here? GO AND HELP MAKE THIS GAME!! :P

ImOldGreg
I wish. :P
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stepat201

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#88 stepat201
Member since 2008 • 1979 Posts
[QUOTE="RobbieH1234"][QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

ImOldGreg

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

What are you doing here? GO AND HELP MAKE THIS GAME!! :P

Are you kidding me? Bethesda doesn't let talented people into their building.

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Krigon

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#89 Krigon
Member since 2005 • 5591 Posts
[QUOTE="RobbieH1234"][QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

ImOldGreg

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

What are you doing here? GO AND HELP MAKE THIS GAME!! :P

That was kinda typical scenario from Fallout 1 and 2. Something maybe bethesda didn't do enough research on before just stealing the name.

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stepat201

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#90 stepat201
Member since 2008 • 1979 Posts
[QUOTE="ImOldGreg"][QUOTE="RobbieH1234"][QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"]

lol.

'teh choycez!!'

Itz leik an ARRRR PEEEE GEEEE

Krigon

Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's

Indeed.

Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.

There are none, you find him dead.

Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.

How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:

Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.

The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.

You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.

See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".

But hey, that's just me. I actually want role playing in my RPGs.

What are you doing here? GO AND HELP MAKE THIS GAME!! :P

That was kinda typical scenario from Fallout 1 and 2. Something maybe bethesda didn't do enough research on before just stealing the name.

No I'm sure they did enough research,they just aren't talented enough or are too lazy to make something as good,so they made a shooter.

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RobbieH1234

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#91 RobbieH1234
Member since 2005 • 7464 Posts

Are you kidding me? Bethesda doesn't let talented people into their building.

stepat201

I honestly think that Fallout 3 would be an infinitely better game (still a terrible Fallout) if Todd Howard and Pete Hines would just **** off. There was a recent-ish interview with Todd and Emil which really showed where the company is at; Emil was trying to talk about different ways of solving quests, but Todd always brought it back to "zomg gore nukular exploshuns".

There's a few people at Bethesda who, under the right management, could do some good things in an RPG (Emil included). The company is just focused on delivering the most accessible game possible to the widest possible audience.

Although as a Fallout game, Fallout 3 was destined to fail from the getgo. Without the right "feel" for the world and canon, stuff just won't work. This problem appeared even in Fallout 2; while Chris Avellone was largely responsible for Fallout 2 staying on course once Tim Cain/Leo Boyarsky/Jason Anderson, the remaining people didn't fully get the feel of Fallout. That's why you had some current real world weapons, the massive amounts of drugs/prostitution/porn and the infamous pop culture references. When you combine that with Beth's inability to make even a somewhat decent RPG in the vein of the original Fallout, Fallout 3 was always going to be a shooter with stats aimed at the action crowd.

Yes, this post gives certain credit to a few people at Beth while highlighting some problems with Fallout 2. Shocking. :P

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Stonin

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#92 Stonin
Member since 2006 • 3021 Posts

Not sure why they didn't just remove the dialogue altogether. I mean it's just another pointless click that gets in the way of killing things right?

*Something died a little inside me reading this thread*.

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PBSnipes

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#93 PBSnipes
Member since 2007 • 14621 Posts

My choices for the dialogue:

"Sorry kid, your dad is dead."

"Sorry kid, I couldn't find your dad."

"Raise the roofies."

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xsubtownerx

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#94 xsubtownerx
Member since 2007 • 10705 Posts

My choices for the dialogue:

"Sorry kid, your dad is dead."

"Sorry kid, I couldn't find your dad."

"Raise the roofies."

PBSnipes

Heheheh

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ProductNumber49

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#95 ProductNumber49
Member since 2006 • 3840 Posts
[QUOTE="Koalakommander"]

Selectable dialogue!!!!!?????

WOW THAT'S NEVER BEEN DONE BEFORE!

stepat201

But the dialogue is so incredible! Instead of just saying it,you can say it in three different ways.

Sure,there's no option to lie to the kid and tell him his dad is alive and in the house,the kid would then go to the house and be in for a shock. But it's ok,because it's Bethesda. After all,THEY MADE OBLIVION!!!!!111!

Ok judging from your sig, you sound like a pissed off hermit

maybe I'm wrong

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L1qu1dSword

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#96 L1qu1dSword
Member since 2006 • 2835 Posts

http://www.gamespot.com/xbox360/rpg/fallout3/news.html?sid=6195314&tag=topslot;title;1&om_act=convert&om_clk=topslot

This game is shaping up to be an incredible RPG. I mean just read that preview. A boy asks you to look for his father. You find him in his house dead. You can then return to the boy and give him the bad news by either saying:

"Bryan, I'm sorry, but your father is dead,"

"Your father's dead,"

or

"Sorry kid. Your old man is ant food."

I mean this is a game that offers choices! Look at those choices! And what's even more incredible is when you say the last option,the kid says "you're an a**hole."

This is just brilliant material right here. It just shows how amazing the mind over at Bethesda are. Instead of crying over his fathers death,the kid calls you an a**hole Truly brilliant writing.

I mean you can choose to be good or bad OR EVEN SOMEWHERE IN BETWEEN!

Your thoughts on this work of art?

stepat201

The excitement I feel is truly palapable. I need to pre-order this now! Now we just need to get the fanboys of the old FA games to STFU so I can enjoy it in peace ;)

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Cpt_Meh

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#97 Cpt_Meh
Member since 2005 • 1832 Posts

[QUOTE="XenoNinja"]Cool. reminds me of a million other RPG's.stepat201

No this will be the best ever because you can shoot limbs off people and see slow mo death scenes. This mixed in with the incredible role playing and the choices to do or say whatever you want has the making of the greatest RPG of all time. MAYBE EVEN BETTER THAN OBLIVION (maybe lol)

"Fallout 3 is an open-world action game"
Thus the limb shooting.

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mingo123

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#98 mingo123
Member since 2007 • 9005 Posts
whats so special about that? lol
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Stonin

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#99 Stonin
Member since 2006 • 3021 Posts

whats so special about that? lolmingo123

He was being sarcastic.

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speedjunkie1992

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#100 speedjunkie1992
Member since 2006 • 1395 Posts
[QUOTE="Koalakommander"][QUOTE="stepat201"][QUOTE="Koalakommander"]

Selectable dialogue!!!!!?????

WOW THAT'S NEVER BEEN DONE BEFORE!

stepat201

But the dialogue is so incredible! Instead of just saying it,you can say it in three different ways.

Sure,there's no option to lie to the kid and tell him his dad is alive and in the house,the kid would then go to the house and be in for a shock. But it's ok,because it's Bethesda. After all,THEY MADE OBLIVION!!!!!111!

I'm not trying to downplay the good things about selectable dialogue, it's just not a bragging right anymore.

No you are wrong because the dialogue is just genius. THIS is how you make an RPG,you give the player CHOICES!

Well I really wouldn't play any RPG if I didn't have choices because it's pretty much standard.

I see where you're coming from though somewhat. Also please refrain from talking like a n00b... unless it wasn't intentional :|