Fallout
Welcome to c/Fallout, the unofficially official community to discuss the franchise.
Be sure to check out !falloutmods@lemmy.world, moderated by a friend of ours :)
Join us on https://matrix.to/#/#falloutnewmatrix:matrix.org!
Rules:
-
Keep it civil. Don’t insult other community members in posts or comments, and don’t make posts designed to insult other community members or parts of the fandom with different opinions.
-
Posts must be on-topic.
-
No real life politics. That means no political advocacy, and no real life political discussions vaguely dressed up as on-topic posts. If you want to discuss real life politics, you are free to start your own community.
-
Posts must be coherent.
-
If a post is otherwise allowed but has realistic gore or nudity, please mark it NSFW.
-
Spoilers about newly released official content must be marked as [SPOILERS] with post images blurred and no spoiler information in the thread title. Comments must adhere if the thread OP specified a non-spoiler thread.
PS: Don't use the fandom! please use fallout.wiki for everything instead.
Banner art by Ivan Kalinin
view the rest of the comments
This is an interesting line.
The gems in Oblivion, Fallout 3 and such were little caves and crevies where it felt like some lone, unhinged dev went wild with environmental storytelling. You know, the posed skeletons, wall graffiti, the zombie you just read about, the mad painter or mad Daedra or mad robot or Vault social experiment or stuff like that. They were these self contained, cheap to produce but plentiful stories you'd stumble into.
...But writing stuff cinematically (and railroaded) feels more like a team thing. It must *be harder to eek good writing out of that, especially if they aren't used to it.
Probably my favorite part of both games and the reason their worlds still felt lived. The same applies to Cyberpunk.
Yeah.
KCD II as well. This is even where 'fillery' games like AC Odyssey shine.
A successful dev strategy seems to be 'let writers go mad in mini quests/dungeons'
And these little stories to find are what keeps the game fresh on every playthrough, even a decade later. There's always something new I haven't seen before, new little gags and hidden stories I had previously overlooked. And the best part is that many of them are very far off the beaten path, encouraging you to actually explore and take in the world instead of just fast traveling everywhere and rushing through it.