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Mr Burke and the lack of good old evil.


Freols

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Well I guess it is nothing but marketing strategy... Bethesda dont want to use every trick up their sleeves, just feed us with little tiny bits so they want to make us buy the next DLC, then the next DLC, then the next expansion, or GECK enhanced version or something... if games 10 years old are compared to fallout III (like the previous fallouts, baldurs gate series, planescape torment etc etc.) and fallout III is not satisfactory, there can be only one worry here, money...
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I don't think so, if you look at how much voice acting the first and second game had and their scripting system compared to the modern scripting systems (and the celebrity voice cast) that was used in FO3, it would seem to be that much easier to add in quest choices and the appropriate dialogue options to "be evil" than it was in the old days.
Actually, my argument is that the exact opposite is true. From the work I did on the Fallout-like Jagged Alliance 2 and my attempts to make dialogue-driven quests in Oblivion, I can say that doing this in Oblivion was much, much harder.

 

(snip)

And as can be inferred by the number of quest mods, everything from the simple errand quest to the complex multiple task/choice quest aren't hard or expensive to implement at all. (Please note that I'm taking into account the history of the scripting system as a whole to include Oblivion, since Fallout 3 is based on it's engine)
I would argue that the very paucity of quest mods in Oblivion compared to Morrowind argues my case very effectively. :mellow:
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Well I guess it is nothing but marketing strategy... Bethesda dont want to use every trick up their sleeves, just feed us with little tiny bits so they want to make us buy the next DLC, then the next DLC, then the next expansion, or GECK enhanced version or something... if games 10 years old are compared to fallout III (like the previous fallouts, baldurs gate series, planescape torment etc etc.) and fallout III is not satisfactory, there can be only one worry here, money...
Nothing like a little bit of paranoia to spice up your day, eh?

 

The fact that people can moan about a modern game and praise some ancient game in which you couldn't see half the bad guys half the time because of the limits to the engine doesn't concern BethSoft, and shouldn't concern us. BethSoft has never under-developed a game so that they could sell the DLC afterwards, and they certainly didn't do so this time (any more than Black Isle failed to include New Reno and the Enclave in FO so you had to buy FO2).

 

If you didn't like something in FO3, then I suppose you can find a game (older or not) which did it better and say "I wish FO3 did it that way (see my own comments regarding the superior character development in FO2), but that doesn't mean BethSoft deliberately set out to gank character development in FO3; it means that they traded away something that I liked for something else they wanted more. That's their job.

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I don't think so, if you look at how much voice acting the first and second game had and their scripting system compared to the modern scripting systems (and the celebrity voice cast) that was used in FO3, it would seem to be that much easier to add in quest choices and the appropriate dialogue options to "be evil" than it was in the old days.
Actually, my argument is that the exact opposite is true. From the work I did on the Fallout-like Jagged Alliance 2 and my attempts to make dialogue-driven quests in Oblivion, I can say that doing this in Oblivion was much, much harder.

 

You mean actual 'talking head' type dialogue driven quests? If so, I find that to be most unexpected. I know that it is much easier to simply add written dialogue trees into a quest but I was referring to Shady Sands' save Tandi from the raiders ala Aradesh's 'talking head' versus Megaton's fix the water pipes by talking to Walter.

 

I was also referring to the difference in implementation of quests between FO1/2 versus Oblivion/FO3 and not Morrowind to Oblivion.

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I do have to agree that Mr. Burke left me with the "okay... now what?" feeling. But then, that did go along with a few other characters after doing their quest you pretty much can only say "I have to go now" to them. And the major karma loss for blowing up Megaton amazes me that you can't join a band of raiders... or at least, it does not seem so. I haven't played my evil person in F3 much since its hard to insult people when in some cases the "good" response is more rewarding.
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