What's odd to me is that the Fallout 4 Nuka-World DLC is much more engaging than the main story. Is this typical of games these days? Do a crappy "main" game but "fix it" with DLCs? Or is it just Bethesda and possibly even just Fallout?
Not so with FO1 and FO2 (my favorite being FO2) – I dread the day I can't play them anymore because they are too old.
Also, pro-tip: http://user.tninet.se/~jyg699a/fallout2.html
That guide has everything, it's awesome.
Your gut-feeling about Bethesda games lacking replay value is at odds with objective stats. Skyrim is even still in the top 10 played games today on Steam 5 years after release (and was a stubborn fixture in the top 10 even before the remaster)[1]. Fallout 3 + NV stayed there for years. Admittedly, FO4 dropped out quicker than usual, but a lot of people blame the constricting nature of a voiced protagonist. FO4 is nevertheless still in the top 20 for most players today a year after release.
So their games have definitely got replay value, they really get replay value. Their worlds are full of unique locations. I do admit they got something a bit wrong with FO4, but I think even they must realise that at this point given the player feedback.
Instead I thank you for encouraging to get back to the 1 & 2. I've bought the games off of GoG -- in several occasions mind you -- but never really got into them. Each generation of games is made easier and now it shows when you're supposed to get into the good ones. :( But I think I'll surrender myself to the spoilers and get Fo2 going.
Wasteland 2 is good but buggy. There were some balance issues with the original and even though they went back and made a director's cut it's still not great. I'm most annoyed by the way that certain factions are hostile depending on where you are on the map (e.g. not based on actions).
Warts and all I really enjoyed wasteland 2
Hopefully they have the budget to have it nice and polished before release.
Shadowrun Dragonfall is reasonably close.
From one angle, Fallout New Vegas.
Then they put in a little sting of failing some of these side quests if you don't play by their rules and jump on them before an undisclosed amount of time elapses. At that point, if you want go back to avoid the quest failure you need to revert to earlier save and lose some of your progress.
Thumb up! I still play both of them too! and I will give a try to this 1.5 :) this made my day.
> You really should try.
I know, I know! I really have tried, but apparently I have to adult more than I used to these days :( I'm fully expecting it to be worth it when I get there - I missed Planescape at the time for much the same reasons, and ever since I finally played it about 10 years back (was unemployed for a while! :) ) I've been happily calling it the greatest game ever.Good to know that Nuka-World delivers though - I've been saving it for the christmas break.
As far as "mediocre base - great DLC" goes, I'd guess it's a result of the modern DLC culture - where it used to be that if a game sold well enough there'd be a mission disk later down the line, most studios are already hard at work on the DLCs before the base game is even released, so the DLC teams (in as much as they're separate from the main team) get all the lessons, bug reports and player reaction from the trunk development, and longer deadlines to boot. Oblivion and Skyrim's expansions definitely reaped some benefit that way, imho - Shivering Isles in particular was an absolute masterpiece, for my money.
A lot of AAA devs have started using games as a platform for DLC. Valve, for example, just launched glove skins [0] - 300 USD for a texture. DLC is far more profitable than games, nowadays.
As for Bethesda, long-time fans have a general understanding that Bethesda games get worse with each iteration. Their DLCs are usually better than the main games, but not by much.
[0]: https://steamcommunity.com/market/search?q=&category_730_Ite...
http://www.polygon.com/2016/10/5/13176244/washington-gamblin...
It actually has very little to do with the question at hand because the wow factor in this case, the price, is user defined, and also doesn't really affect gameplay at all (AFAIK).
It's still infamous as a horrible failure of game design, and puts a significant number of people off the game without ever seeing the part where diverse builds are actually viable. It's a bit liking firing up the original XCOM - it might be perfectly good, but the very beginning is so bizarrely hostile and underexplained that a modern player would never know.
It seems to me that the developers wanted to push players towards role playing a tribal who molds themselves to the wasteland. They wanted to discourage people from rolling a charming doctorate student with a Gatling laser.
I still think it's bad game design. It does make it less fun.
There's probably no clean fix while the weapons skills are divided, because the game needs item progression and investing in intermediate skills is so pricy. Really the only big improvement I can think of is offering a handful of quality, low-skill-requirement weapons like NV's Weathered 10mm to tide players over.
Still, the series has definitely advanced from the Temple of Trials approach, where it had been overdone to make the gameplay unpleasant.
First, perks (and to a degree points) felt scarce, especially with level caps. Dumping value into any combat other than Energy Weapons felt like you were backtracking when you switched over - though points were cheap if you took any of the meta-experience perks.
Second, that redundancy felt crappy because the energy weapons didn't really feel impactful enough. Some were fine, like the pistols, but the high-end stuff couldn't outpace guns. They were really heavy, and things like the Tribeam just weren't very good. The Gauss Rifle was solid, but you got it so late and it was so tiresome to maintain and keep loaded that it was hard to justify.
Really the biggest perks of Energy Weapons in NV were the low Strength requirements and the Hyperbreeder Alpha, which was a hilariously cheap and easy way to fight petty enemies. On some level the balance decision just felt wrong - I understand spending more to use Energy Weapons, but why would I if they don't beat Paciencia and Ratslayer?
In practice, with a build that maximized small arms from the get go (which also made the early-to-mid game easy), and invested stat points into Perception for those crits, by the end of the game you would be killing Enclave patrolmen with one-shot eye criticals more often than not, making any extra damage kinda moot.
(As I recall, gauss vs pulse is a long standing holy war in Fallout 2 community.)
Fallout 1 only had the rat cave in the beginning, though, and that only took a minute.
For me -- who to my eternal shame wasn't aware of Wasteland, its spiritual parent -- Fallout was the first truly great RPG, a wonderful post-apocalyptic game in a world of Tolkien-wannabe copycats. No Elves, Orcs or magic -- mutants, ghouls and radiation instead!
I have been playing Fallout 2 Restoration project, and it is amazing. Tons of cut content restored, bugs fixed, and the random encounters often include little huts and farms to pick through.
Just don't add the extra talking head during installation. The modders had to do their own voice acting and it is sadly not good.
For the most part, it's just the plain fact that DLC is made at the end of the cycle, after all the creative people working on it have had the most time to get the feel for the worlds they create. And this experience translates in to better worldbuilding.
That reminds me of Neverwinter Nights. The main game's quest was straightforward and unimaginative, but a lot of the community-built quests and the expansions were great. Of course, this was BioWare and close to 15 years ago, so it certainly isn't just Bethesda, and it's also not just "games these days".
On the other hand, taking several thousand squares miles of real-world space and stuffing it into about ten square miles can make it feel like the world is awfully claustrophobic. In the real world, it would be perfectly sensible for a slightly out-of-the-way vault or something to be entirely undiscovered for decades at a time, even with our current pre-catastrophe civilization. In the Fallout gamespace it seems faintly silly... "seriously dude, nobody ever took a five minute break from work to talk a walk and noticed this big, hulking thing?"
For those who don't remember, what these guys did was make a seeded map generator that filled all those thousand square miles of real-world space between pre-designed locations with something appropriate. And you could literally leave a location, but just keep going without switching to the fast-travel "world map" - and if you went for long enough in the right direction, you'd get somewhere else. But, world size being to scale, you'd literally have to walk hours or days.
Consequently, when in fast travel, if you ran into some randomly generated monsters, the battle map would actually be that exact part of the generated world map. If you happened to run into something else again in the same spot (or close enough), you'd see the same map.
Of course, this made game design somewhat awkward, because if you knew the precise locations of things (they even used latitude/longtitude for map coordinates!), you could just go there right away - unless there was some choke point on the map that you couldn't avoid and that would require direct interaction (like, say, a lone bridge over a river with a bandit collecting toll from any passers-by). And the game was actually designed around that possibility!
The problem with all this is that it's a gargantuan effort to maintain a giant sandbox that most players will just ignore, or possibly never even discover.
I can still get into a book even though I've seen movies. I think it takes a certain type of individual to get into the Fallout 1/2 style of interface, but the overall game still holds up. Older games require more imagination though.
I've gone back in and played the original wasteland recently, and it's cluunky - but I was still able to get into it and enjoy myself.
I think back in the day gamers had more imagination. It's possible that's because gaming required it, and that it took better graphics and interaction to get it so that the mass-market could adopt them. It's possible there's a branch of gamers who just won't be able to get into games like Fallout 1/2, but I hope it's fewer than you are describing.
[0] http://arstechnica.com/gaming/2013/12/psa-gog-offering-fallo...
Try to save the results of those, then pick up from there next time you're in the mood. I've had all kinds of games I've played across years that way.
What would be awesome would be recognition of this by developers of AAA titles with long narratives - with the option to watch a dynamically generated cut scene comprised of both cut scene footage and significant in-game footage from the player's own gameplay.
'Previously, in Grand Theft Auto...'
It's sort of like watching Game of Thrones, and instead of seeing a prior episodes recap before the episode where it matters, you were able to check immediately after a scene to see if it would be worthy of a recap later. Sort of ruins some of the fun.
Other than that, this would be awesome. Maybe if there was some way to offer a recap immediately prior to it being relevant, so someone who was consistently playing could ignore and someone that might have forgotten portions could take advantage of. That does make it quite a bit more complicated though.
(Am playing Diablo III at the rate of about 3 hours every 3 months...)
Fallout 3, NV and 4 have all in turn nudged me to try the originals again, but they're just old-fashioned enough that I struggle to get into them, every time. These days I think I've resigned myself to only getting to play them properly in the event of a long stay in hospital.