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My Baby! My Baby! Can I try to find my child first?


mrspongeworthy

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It's interesting that the writers don't think of this kind of thing.

 

Well, they did. They absolutely did. The writers knew what game they were writing for - a game where the player has a lot of freedom to do what they want. I mean, should they have forced you to follow the main quest? No. Did they force you to do all those side missions? Of course not. As I understand it, the "point of no return" is actually kind of far into the game - essentially you have to choose at some point where your loyalties lay, and when you do what you do it locks out two of the four factions. You can actually, as I understand it, go far enough into the main quest that you will learn 'something' that in essence will derail your quest to find your baby ( spoiler: I'm not saying it's aliens, but it's aliens. ), at which point you can likely justify doing side missions, and you can get to this point without locking anything out.

 

Now, in my game I got to a certain point in the main quest that is actually much earlier than the point I mentioned above, and something I learned at that point justified my character essentially procrastinating on trying to find her kid. Basically, because of what she found out she's wondering if she even wants to know what happened to her kid because she's afraid it'll be something terrible, something she can't handle; of course it tears her up inside with her instincts pulling her in two directions, and this no doubt explains why this woman who was a peaceful house wife a week ago has slowly turned into a violent, drug-chugging, killer-for-hire ( waking up in a 200-years-later hell world probably helped too ). It's like when people put off going to the doctor because they don't want to find out they have some terrible disease - she's finding all sorts of reasons to keep herself from finding her kid because she doesn't want to face the possibility that instead of her sweet little baby she's going to find out a horrible truth. Part of her would rather just assume that her baby is dead, because dead baby might actually be better than what this apocalyptic radioactive wasteland world could have turned her kid into. This also explains why she almost never sleeps.. because she has a lot of trouble sleeping because when things get quiet she starts turning all this over in her head - as a result she can only sleep once every few days when she's completely exhausted ( Cait helps tucker her out a bit too, if ya know what I mean, wink wink nudge nudge ).

 

I mean sure this is all just role-playing silliness and the game didn't make me do/think any of this.. but I mean it works. You can use this explanation as well if you like :D

 

 

 

PS - I tried to be as vague as possible to avoid spoilers. It's not aliens ( at least, not as far as I know ).

 

Blame her mental issues on freezer-burn.

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Honestly yes your baby was stolen but you went back to sleep right away and have no idea if Shaun was stolen 5 minutes ago or 5 years or 500 years until you find out you were frozen for 200. Realistically your baby has likely been dead of old age 50 years before you woke up the 2nd time so while yes your character will want to search for him to find out if he is alive or what that would be made less urgent in a way because of the time difference and having no solid leads to go off .

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Hmmm. OK, that's some great info with very little spoilers thanks!I have one playthrough part way, maybe I'll power through until I get to that major decision point and see if the game then limits a bunch of other question options etc.

 

By "Why didn't the writers think of this" it's just that I can't imagine most player NOT running immediately after baby. If doing so gets you immediately into the heart of the game and starts limiting a bunch of other side-quest options, then the writers should have thought of that. I guess FO3 did that to a large extent, but the urgency wasn't there since dad was a capable adult rather than a helpless baby, so I never felt that I had to find dad immediately.

 

And yes, that was a Ren & Stimpy reference. Kudos!

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Hmmm. OK, that's some great info with very little spoilers thanks!I have one playthrough part way, maybe I'll power through until I get to that major decision point and see if the game then limits a bunch of other question options etc.

 

By "Why didn't the writers think of this" it's just that I can't imagine most player NOT running immediately after baby. If doing so gets you immediately into the heart of the game and starts limiting a bunch of other side-quest options, then the writers should have thought of that. I guess FO3 did that to a large extent, but the urgency wasn't there since dad was a capable adult rather than a helpless baby, so I never felt that I had to find dad immediately.

 

And yes, that was a Ren & Stimpy reference. Kudos!

I think the difference here is that when the main character first wakes up, they are thrown into a world which is very different from the one they left and don't have many clues to work from. Rather than running aimlessly around the wasteland, initially they try to get help from those groups or settlements they come across that aren't immediately hostile. But first you need to help them. Everything but the settlement stuff makes sense in this context.

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The point of an open world game is you decide when and even if you take on a quest. There's usually a restricted prologue to give backstory and an tutorial/starting area. Only after that, does the open world and thus the game really start.

With the Witcher that's after meeting the Emperor and Fallout 4's, open world starts after emerging from Vault 111.

To be a good open world game, you must be able to complete the main quest, by only doing the main quest.

 

The problem is no open world yet made, can be challenging for both, main only and completionist. Whether they like it or not, 100%'s are inevitably overpowered by the end.

 

I think levelled lists make the game too easy. Indeed continuing with the Witcher 3 comparisons, seeing a "skull" levelled opponent in Fallout is meaningless, it makes so little difference I haven't tried to work out if it's meant to be 5 above my level or more, it has so little effect. While a Skull level in Witcher 3 can be over 30 levels higher than you. This gives immense satisfaction, if you can kill something, that can one shot you and no shame, if you run away from something, that does one shot you. Returning later, when you're stronger, is just as satisfying.

 

Indeed in my opinion, Vanilla Witcher 3 is better than Fallout 4 in every technical/mechanical aspect, but one.

 

That aspect is the moddability, CDPR failed to provide a decent Mod Kit and it isn't a good file system, with huge asset files, which is the worst way to store assets used by modders.

Fallout 4 is hugely moddable and even without tools, already it has over 5 times as many mods as the Witcher 3.

 

Though Witcher 3 is by far the best technical achievement, that doesn't mean you can't have fun playing Fallout 4, however badly designed, it is technically.

 

Fun is the whole point of playing these games and whether you have fun or not, determines whether you like it or not.

A true fan of the game, should find more faults and flaws, not ignore them. This happens more, with easily moddable games, than with those that hinder it. There's no such thing as an unmoddable game.

 

Touching on the inevitable GotY (Game of the Year) question, there's no such thing as, "The GotY".

First they can technically be different experiences on different platforms. So it's platform specific.

Second, for you, it's the game, you and only you, had most fun playing, in that year, whether released this year or about 40 years ago.

Unless all those individual GotY's are gathered and totalled up, which they're not, any so called "Official GotY", is a lie perpetuated by vested interests. Just the fact that they usually use shortlists, to restrict choice, invalidates the so called vote.

 

My GotY this year is Witcher 3 (PC), I would not call it "TheGotY for XB1 or PS4, because as an ex PS2 only gamer, who switched to PC, because of paid exclusives (though superior performance of PC's was a secondary factor), I don't play console games. So I have no right or need to hold an opinion.

 

I knew Fallout 4 wouldn't make the grade this year, before I bought it from reviews. However, it may well become my GotY for the next 3 years, due to mods.

 

I didn't have a PC capable of modding or even playing Skyrim until 2013, when I bought my £4,000 PC (probably $4,000 in US as components are much more expensive in the UK).

I only then bought the complete edition and despite never completing the main quest or even starting the Dawnguard or Dragonborn. My Modded Skyrim, was my GotY in 2013.

Indeed Modded Skyrim only lost out in 2014 due to one exceptional mod.

 

A full overhaul mod, that even the games devs, acknowledge is better than the vanilla. A once in a generation mod, so good, that now, 99% of new mods are for this mod, rather than the vanilla game.

The Long War Mod for XCOM: Enemy Unknown was my GotY in 2014.

 

I consider that Vanilla Witcher 3, being my GotY this year, is as exceptional as, a single mod winning last year.

Modded Fallout 4 is a strong favourite for the next few years.

The year that Skywind comes out will give it a strong contender.

 

Next year, Modded XCOM 2 is a contender. It promises to actually support modding.

Let me make it clear, providing restricted Dev Kits is accepting modding. Truly supporting modding, requires more than that. It requires all the exact tools the devs used and all the games source material as well.

Promises are easy to make though and until they deliver, mean little. Next year may surprise me as much as Long War did and Witcher 3 did.

 

Fallout 4 hasn't surprised me at all, It's basically a modded Fallout 3.

Same basic story, abandoned Vault dweller looking for the missing one.

Most new things were mods or combinations of mods

Settlements for instance combines 3 basic mods from Skyrim.

Player Homes (Collectively as a huge grouping of customisable features)

Helgen Reborn (The settlement feature)

Jaxonz Positioner (Moving statics in game)

 

Those three mod types are essentially the basis for Fallout 4's settlement feature, highly restricted to certain areas for consoles benefit.

Though I'm sure the BGS (Bethesda Game Studios) devs have ideas, 90% of new features appeared in mods first.

 

So what you have most fun with, is always your real GotY for that year. Unless all those individual GotY's are gathered and totalled, nobody game can rightfully claim the title of "The GotY". Of course many will claim to be, what they are not.

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