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Who is writing that and why ?


askfor

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There is a rather stupid dialog when doing first part of MacCready's quest (Long Road Ahead). After killing two Gunners at Mass Pike Interchange, Sole Survivor needs to talk to MacCready. MacCready says "This will send a message" or something. Sole Survivor could say that it could make Gunners more angry or that they could retaliate. MacCready answers that loss of Gunners base is too much for them, and adds that there is no way for Gunners to know that MacCready was behind it.

 

Well, if Gunners don't know that MacCready is behind it, what message does it send then ? I'd say something like: "Some psychos came out of nowhere and trashed our base for unknown reasons".

 

Some basic logic and common sense should exist in the game. Video games are not just graphics, textures and models. There is a plot, too.

 

By the way, I engaged Gunners from a distance at far end of the broken highway. When they charged MacCready and me, half of them fell through the holes in the highway and died on the ground, including Assaultron. Barnes fell, too, but survived the fall. When we found him, he was not even hostile, but I placed a bullet into his head anyway, to be done with it.

Edited by askfor
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Guest deleted34304850

i always do that, it's so much fun to see them come running towards you and plummet to their deaths. serves them right for taking pot shots at the brahmin, the heathens.

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i always do that, it's so much fun to see them come running towards you and plummet to their deaths. serves them right for taking pot shots at the brahmin, the heathens.

 

Well, me an MacCready and me brought some heavy artillery with us, and just as we were about to unleash it, they fell through. I almost quoted MacCready and said "What a letdown...".

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Yea it's some of the dumber dialogue in the game. This always triggers me as well. The only way I can roleplay out of that is to assume MacCready is completely retarded. I mean, he's running with Mercs without taking care of his dying Child far far away. He's almost just as bad as the sole survivor. Except that he knows where his kid is and he chooses to be a loser.

Edited by AeonsLegend
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re post#1;

"this will send a message" is a cliche, a trope, a euphemism.

Perhaps one the Gunners are fond of?

so, when Maccready says it 'back at them', it's maccready balking at 'unjust hits'.

 

 

 

there's a lot of gaps in the narrative -

a lot of questions in FO4 really.

what happened between LittleLamplight and FO4,

how did Maccready wind up falling in with a crowd like the gunners?

 

Is Maccready an Unreliable Narrator?

does maccready even really have a family?

is Maccready really illiterate or as simple as he seems?

 

Macready is trying to find a cure to the Blue Pox FEV Virus, which their descendant is effected by.

- is that a 'lie by omission' - are they already demised, and Macready is running an incompleteable fools errand,

rather than confront that existential crisis...

------

with mods,

it's possible to mod in Macready's family etc.

there is a eutopic ending.

 

You can dismiss Macready to "macready's Tent" which is its own 'location' marker conditional.

 

Spoiler-alert;

turns out Macready's family were being held by the Bosses of the Underboston,

as Macready was simple and illiterate,

they couldn't tell if it really was Blue Plague or not.

turns out, after a trip to the Institute (as it was assumed to be Blue Plague and treated as such)

it was actually a slurry of motor-oil and crushed up "brain fungus"/those glowy-mushrooms on the trees near vault 81.

Macready is eventually freed and reunited with their family.

(their son is a mutant, a Centaur...)

 

although freed, Macready still serves alongside The Sole Survivor, as a valued member of the Boston Accord Authority.

 

 

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Yea it's some of the dumber dialogue in the game. This always triggers me as well. The only way I can roleplay out of that is to assume MacCready is completely retarded. I mean, he's running with Mercs without taking care of his dying Child far far away. He's almost just as bad as the sole survivor. Except that he knows where his kid is and he chooses to be a loser.

 

MacCready's "Find them, find them !!!" when getting shot, does not make him look bright, either... Actually, he seems to have been much smarter as a kid, although he was more annoying then.

 

I keep him around because those two girls are getting off each time I pick a lock. When I need to go to places with many locks around, I take MaCready instead. Why would women like picking locks ? Only a few women might get impressed by terminal hacking, but I have never met one who cared for lock picking. I also knew a guy who was skilled with locks, and he was, well, bad to average with women. There are enough moments in the game where one can gain thrust and earn a chance for for romance. Why damn lock picking ? Another stupid idea....

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The writing in FO4 is generally atrocious - not just the dialogue, but also the plot and characterization. To be fair though, Skyrim wasn't much better. Just replayed it with my son, and a lot of the writing was cringe-worthy, made no sense, etc. I think one of the differences was that players had lower expectations back in 2011. Nowadays, there are a lot of franchises moving into the Bethesda open-world space. The Witcher. The more recent Assassin's Creed games. Rockstar's games. All of these games have a far greater focus on story-telling and writing in general. Beth really needs to up its standards in this area.

 

Simultaneously, Beth is restricting the RPG elements of its games, which is one of the things that made them feel so unique. And by cutting back on the RPG aspect, the company is hamstringing itself.

 

Without mods, Beth's games are becoming increasingly mediocre. Yet even here, they seem to be undercutting the modability of their games.

 

I actually think it's very poorly run company. Very arrogant and very complacent. The senior management really needs to sit down and figure out how to re-imagine its existing franchises in order to keep them fresh. That's exactly what CD Projekt and Ubisoft have been doing.

Edited by crawe1x
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The writing in FO4 is generally atrocious - not just the dialogue, but also the plot and characterization. To be fair though, Skyrim wasn't much better. Just replayed it with my son, and a lot of the writing was cringe-worthy, made no sense, etc. I think one of the differences was that players had lower expectations back in 2011. Nowadays, there are a lot of franchises moving into the Bethesda open-world space. The Witcher. The more recent Assassin's Creed games. Rockstar's games. All of these games have a far greater focus on story-telling and writing in general. Beth really needs to up its standards in this area.

 

Simultaneously, Beth is restricting the RPG elements of its games, which is one of the things that made them feel so unique. And by cutting back on the RPG aspect, the company is hamstringing itself.

 

Without mods, Beth's games are becoming increasingly mediocre. Yet even here, they seem to be undercutting the modability of their games.

 

I actually think it's very poorly run company. Very arrogant and very complacent. The senior management really needs to sit down and figure out how to re-imagine its existing franchises in order to keep them fresh. That's exactly what CD Projekt and Ubisoft have been doing.

 

I don't know much about Beth people. All I know is that NPC's and companions in their games are annoying. Why would one make a game full of annoying characters ? Sadism ? Masochism ? Well, perhaps they don't appear so annoying to their creators. How is that possible ? I guess I don't have to spell it..... I might even get banned.

 

Plots and, so called, Main Quests are another thing. They are too much protracted. They could make several major plot lines, related to each other and connected at some points. Instead of looking for lost family member or big bad dragon, there could be several tasks. Get stuck in one line, go work on the others. At some point events of the the other lines may get you unstuck in the first one. Interconnected stories. I made such mod for Fallout 3. Unfortunately, it was released after Fallout 4. However, many people are using it. It is called "Soldier of Fortune".

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The writing in FO4 is generally atrocious - not just the dialogue, but also the plot and characterization. To be fair though, Skyrim wasn't much better. Just replayed it with my son, and a lot of the writing was cringe-worthy, made no sense, etc. I think one of the differences was that players had lower expectations back in 2011. Nowadays, there are a lot of franchises moving into the Bethesda open-world space. The Witcher. The more recent Assassin's Creed games. Rockstar's games. All of these games have a far greater focus on story-telling and writing in general. Beth really needs to up its standards in this area.

 

Simultaneously, Beth is restricting the RPG elements of its games, which is one of the things that made them feel so unique. And by cutting back on the RPG aspect, the company is hamstringing itself.

 

Without mods, Beth's games are becoming increasingly mediocre. Yet even here, they seem to be undercutting the modability of their games.

 

I actually think it's very poorly run company. Very arrogant and very complacent. The senior management really needs to sit down and figure out how to re-imagine its existing franchises in order to keep them fresh. That's exactly what CD Projekt and Ubisoft have been doing.

 

I don't know much about Beth people. All I know is that NPC's and companions in their games are annoying. Why would one make a game full of annoying characters ? Sadism ? Masochism ? Well, perhaps they don't appear so annoying to their creators. How is that possible ? I guess I don't have to spell it..... I might even get banned.

 

Plots and, so called, Main Quests are another thing. They are too much protracted. They could make several major plot lines, related to each other and connected at some points. Instead of looking for lost family member or big bad dragon, there could be several tasks. Get stuck in one line, go work on the others. At some point events of the the other lines may get you unstuck in the first one. Interconnected stories. I made such mod for Fallout 3. Unfortunately, it was released after Fallout 4. However, many people are using it. It is called "Soldier of Fortune".

 

 

Yeah, I agree with what you say. The main reason I mentioned Assassins Creed is that over Xmas, I've taken some time out from FO4 to play AC Origins - and I was struck by how much better the quests and the quality of writing was compared to FO4 (and also Skyrim, which I replayed not so long ago).

 

I've put around 250 hours into my current FO4 playthrough, which sounds a lot. But most of that is to to with Sim Settlements and kitting out myself and my army of companions. I'm not forcing my way through a long and ever-lengthening shopping list of mediocre quests. I'm just not emotionally invested in most of the quests. Far Harbor was a rare bright spot, but it's the exception. In the main game, other than the core story, there are very few interesting quests. The Cabot quest is pretty good, but too short. And there should be about twenty other quests like that. There are just far too many generic one-beat missions.

 

Your quest sounds good, but unfortunately I don't play FO3 ;-)

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There is another logical issue, and that one could have been corrected easily. But, it was not.

 

When Survivor is with The Brotherhood, there is a quest "Feeding The Troops". One goes to random farm and convinces or threaten settlers into giving half of their harvest to Brotherhood.

 

If player succeeds, completes the quest, and returns to the farm, the settlers seem to forget who player was and they ask for help against raiders or some other threat. As if nothing happened.

 

I think, that successful "Feeding The Troops" should let you have access to the settlement workshop. The narrative is that "Brotherhood has control of the settlement", and player is Brotherhood. It makes perfect sense for Brotherhood to protect the settlement, because there will be no harvest otherwise. And, it would not appear as if settlers forgot who player is.

 

"Feeding The Troops" should have been Brotherhood's alternative to Minutemen radiant quest. Just two stepsnee to be swapped. Instead of:

 

1. Convince settlers to give up half of the harvest

2. Return to the farm after completing quest

3. Help the settlers

4. Take control of the workshop

 

it should have been:

 

1. Convince settlers to give up half of the harvest

2. Take control of the workshop

3. Return to the farm after completing quest

4. Help the settlers

 

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