Author Topic: New Fallout 3 screens and a crying Vault Boy  (Read 19594 times)

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Night Owl

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #30 on: June 18, 2008, 07:52:55 PM »
I personally feel that the world is more "real" if you wander into an area that can kill you because you're not ready.

But I really don't know of any game that truly has this (I mean truly as in "without deviating from the plotline")

I don't recall many games that encouraged freeform, and then killed you because you weren't close to being ready for an area. The only thing I can think of is a rare random encounter in Fallout 2 that had a cave in the area as well, and if you went in the cave, you might find a deathclaw at third level (etc). That was kinda neat, but it's also like one tenth of one percent of the game. So that said, I don't get where this sentiment for a "kill me" game is coming from.

Onto Oblivion - yes, with Oblivion it was possible to exploit / break the auto-level. But you kind of had to do one of two things:

A) Purposely exploit it by not leveling. Well, you can break almost any game that way (purposely exploiting something). I don't understand the adversion to auto level if your objection is that you can exploit it. Just don't exploit it. Problem solved.

B) You could also have the auto level bite you if you ignore the main quest until much later. But that's also kind of wanting it both ways - you want a main quest, but you also want to run around doing other stuff until level 20. But you don't want the main quest to level.... I'm not sure how that makes sense???

If you play Oblivion and do the main quest, you have about a 30 hour adventure that's lots of fun. Then you can do all the guilds afterwards (and have them be a challenge), or, if you're like me, you can just ignore the main quest altogether. I've played Oblivion for probably 200-300 hours total, and I've never been past Kvatch in the main questline. You wanna be a thief and an assassin? Go for it - there's probably 30 hours of gameplay just for that, and the game will play along with you.

The other thing you "I want an area to kill me" types are ignoring is the opposite. Do you really want tons of game areas that are cakewalks with zero challenge? Because that's exactly what you are going to get if every area is hardcoded for a particular difficulty level. 

BlueCross

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #31 on: June 18, 2008, 08:02:56 PM »

The other thing you "I want an area to kill me" types are ignoring is the opposite. Do you really want tons of game areas that are cakewalks with zero challenge? Because that's exactly what you are going to get if every area is hardcoded for a particular difficulty level. 

Well, that's what WoW has, and in spades.  But the world is so massively big and there is so much stuff to do, that it hardly matters.  WoW is probably the exception in that it actually works in that system/world.
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Night Owl

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #32 on: June 18, 2008, 08:16:26 PM »

The other thing you "I want an area to kill me" types are ignoring is the opposite. Do you really want tons of game areas that are cakewalks with zero challenge? Because that's exactly what you are going to get if every area is hardcoded for a particular difficulty level. 

Well, that's what WoW has, and in spades.  But the world is so massively big and there is so much stuff to do, that it hardly matters.  WoW is probably the exception in that it actually works in that system/world.

Yea, but that's an MMO - I would kind of expect that in an MMO.

BlueCross

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #33 on: June 18, 2008, 08:48:48 PM »
Ah... good point.

But because of the way I play FO, it doesn't matter much to me if the critters auto-level.  I tend to stay in the semi-linear story line, not going for an 'early kill'. nor wandering aimlessly .  So I guess I can't be 'for it' or 'against it'. :)

"for the record, I'm not some kind of psychotic provincialist." - Than (ed: Cit. required)
"I lost my game of NT: Garry's fault. Global warming: Garry's fault. End-of-the-Universe: Garry's fault. See it always fits. Anyway, what is Garry up to? No good I bet." - Laszlo
"As for your French, it's probably better than the average English-speaking Frenchman's Finnish! (Or something.)" - wa
"I'm back at Thunderfalls now and every minute thinking of poking a bandit in the eye with a fishhook." - Preyveil
"and yet still nothing has made it to BC's signature!"-KMD

Solwyn

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #34 on: June 18, 2008, 09:00:40 PM »

That was kinda neat, but it's also like one tenth of one percent of the game. So that said, I don't get where this sentiment for a "kill me" game is coming from.
There are a lot of examples of a world in which you simply can NOT go somewhere until you're ready, aka the metroid/castlevania model (don't have the right item to open the door, or the ability to turn to mist to sneak through the bars), or the GTA model (closed bridges). To me, that pisses me off a little, because it feels fake. It's a development way of saying "okay you're not ready for this, so we're going to tantalize you with it," like unlocking something special. But it's not something special, it's something you HAVE to do to complete the main plot of the game. To me it feels more real if maybe someone's standing there and says "look kid, you're not strong enough for this area" and you can say "eat me" and walk in, and then he can laugh as you get squished.

It's not a question of wanting someone to come kill me in my sleep, it's wanting the dangers of the world to feel real. And of course I think safeties are in order, if you play a game where the penalty for death is severe (loading your game or starting over) then you should have ample time to get out of dodge, but to me it should engage you as your character in order to say "this area is no good for me now. But damn it looked cool, that's the first place I'm going when I get the laser sword 2000(TM)."


A) Purposely exploit it by not leveling....

B) You could also have the auto level bite you if you ignore the main quest until much later. But that's also kind of wanting it both ways - you want a main quest, but you also want to run around doing other stuff until level 20. But you don't want the main quest to level.... I'm not sure how that makes sense???

What I'm saying is that the main plot and the character development should go hand-in-hand. Oblivion pissed me off because I was able to climb the ranks and become one of the most prominent figures in all of Tamriel's magic scene, but I couldn't keep Martin from getting eaten by a horde of daedra. I used every weapon and spell at my disposal and just succeeded in getting my ass handed to me. I scaled the difficulty down because I was getting frustrated, and still was attacked by hordes of monsters.
My point has to do with your other point, which was...
I've played Oblivion for probably 200-300 hours total, and I've never been past Kvatch in the main questline.
Which is the point I'm making. If you were to do the main questline it'd kick your teeth in right now. And I'm not claiming that having ANY scaling to your level is bad, just not nearly to the extent that Oblivion did. Which ties into...
The other thing you "I want an area to kill me" types are ignoring is the opposite. Do you really want tons of game areas that are cakewalks with zero challenge? Because that's exactly what you are going to get if every area is hardcoded for a particular difficulty level. 
Once again I don't think an absolute is the answer, I think it's a question of how your character progresses in conjunction with the plot line. In my humble opinion, I think most stories kind of follow the same progression, especially in the video game world. RPGs are notorious for following it (usually subconsciously). You start out as a level one hero wannabe, with a wooden sword (metaphors abound, as do parentheticals, so stick with me here). You slay horde after horde of swamp rat... until one day you find a Bigger Wooden Sword, which allows you to take out hordes of swamp bats. Then you fight the lord of the bats, who gives you a holy shield of wolf-slaying, and now you move on.

The issue is, this is obviously linear. So Oblivion answered it by making the world entirely populated by rats at level one, bats at level two, and so forth. This results in a world where Sauron would be inept and fumbling during the Hobbit, and would have incinerated the universe by the time Aragorn got his shit together in Return of the King.

So my suggestion is that there are two paths: one of them is to advance your character somehow. You can explore the world, and the act of exploring makes you stronger. You can join guilds or factions, you can explore the wilderness or jump across the city rooftops. If you wander into a vampire den, it's boring if you can kill them all at once. And if you stumble upon the king of the thieves in your city he should probably hold you down and cut your ear off to teach you a lesson. And the game will help you find the places where you will be most helpful, or you can learn the most, and give you reasons to go there. And on this path, you discover things in the world that are wrong, and reasons that give your character justification to fix them. Then this would open the door to the plot, and you'd go about your way, taking breaks from saving the world to hit up a bank or save a maiden if you want, but the two paths would be aware of each other. If you're on a quest to stop the sun from falling into the ocean, then they won't say "stop, my baby is crying for no reason!" If you were capable of beheading a thousand bandits in under a minute, a highwayman will not be able to kill you instantly.

So yeah, once again it's all about balance. Using Oblivion as an example, I felt that the level-scaling required you to advance in a very specific way. I made a nord with blunt specialization and hacked everything in the arena to pieces at level one. I made a redguard who was a master of the sword, but didn't start the arena until later, and spent a lot of time focusing on offensive skills (he's a swordmaster after all), so if I dared to block anyone's attack I'd fall to my knees and whimper like a little girl. I earned wizard's fury and all the fancy new skills and weapons of a master mage, but that does you no good when you run out of magicka after killing one of the millions of demons swarming kvatch.

So if nothing else, certain encounters or places should be locked. Kvatch should be easy. I'm not saying the end of the plot should be easy, but the beginning should: it's the beginning. The arena should be hard, it's where the elite of the world meet to kill each other; an assistant pig-keeper with a wooden sword should NOT be crowned the master, especially if the reward is the exact same armor of unending death that the badass warrior who spent an eternity working on his skills recieves.
« Last Edit: June 18, 2008, 09:02:47 PM by Solwyn »
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BlueCross

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #35 on: June 18, 2008, 09:48:44 PM »
Oh, nice... 500 word rant and not a comment about me agreeing with you.  Sure...

*kicks hard*
"for the record, I'm not some kind of psychotic provincialist." - Than (ed: Cit. required)
"I lost my game of NT: Garry's fault. Global warming: Garry's fault. End-of-the-Universe: Garry's fault. See it always fits. Anyway, what is Garry up to? No good I bet." - Laszlo
"As for your French, it's probably better than the average English-speaking Frenchman's Finnish! (Or something.)" - wa
"I'm back at Thunderfalls now and every minute thinking of poking a bandit in the eye with a fishhook." - Preyveil
"and yet still nothing has made it to BC's signature!"-KMD

Night Owl

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #36 on: June 18, 2008, 09:51:56 PM »

That was kinda neat, but it's also like one tenth of one percent of the game. So that said, I don't get where this sentiment for a "kill me" game is coming from.
There are a lot of examples of a world in which you simply can NOT go somewhere until you're ready, aka the metroid/castlevania model (don't have the right item to open the door, or the ability to turn to mist to sneak through the bars), or the GTA model (closed bridges). To me, that pisses me off a little, because it feels fake. It's a development way of saying "okay you're not ready for this, so we're going to tantalize you with it," like unlocking something special. But it's not something special, it's something you HAVE to do to complete the main plot of the game. To me it feels more real if maybe someone's standing there and says "look kid, you're not strong enough for this area" and you can say "eat me" and walk in, and then he can laugh as you get squished.

Not sure where the barrier thing comes from - I hate those things too.

That's why levaling makes so much sense - it totally removes the need for these barriers. And like I said, without leveling (and without the barriers), you would have to code different areas to different levels. Meaning you may run into hard levels at 1st level, and easy levels at 10th - you seriously want that??? I don't.

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It's not a question of wanting someone to come kill me in my sleep, it's wanting the dangers of the world to feel real. And of course I think safeties are in order, if you play a game where the penalty for death is severe (loading your game or starting over) then you should have ample time to get out of dodge, but to me it should engage you as your character in order to say "this area is no good for me now. But damn it looked cool, that's the first place I'm going when I get the laser sword 2000(TM)."

But how do you know you're going to get Laser Sword 2,000??? "Let me come back when I get more strength points"... yea, that's immersive  ;)

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So if nothing else, certain encounters or places should be locked. Kvatch should be easy.

But it IS easy. The only way it isn't easy is if you spend 20 levels doing other stuff.

You can generally play Oblivion one of four ways:

1) You can play the story and quit.

2) You play the story, then do other stuff.

3) You can ignore the story, and find hundreds of hours of fun stuff to do.

4) You can ignore the story, and find hundreds of hours of fun stuff to do and THEN play the story.


auto leveling isn't an issue on any of them except number 4.


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I'm not saying the end of the plot should be easy, but the beginning should: it's the beginning. The arena should be hard, it's where the elite of the world meet to kill each other; an assistant pig-keeper with a wooden sword should NOT be crowned the master, especially if the reward is the exact same armor of unending death that the badass warrior who spent an eternity working on his skills recieves.

You're kind of confusing Oblivion with other RPG's - you were never a lowly pig farmer (villager, orphan, etc). You start with a class, you are proficient at stuff, etc. The guards in the beginning even comment on your skill. Yes, you do find better equipment / spells / etc later on, but that's more to keep the game challenging. The arena is hard on every level - you will be challenged no matter what "level" you are. And if you win, you should be the champion, because you were a warrior right from the beginning (you won't win the arena unless blade and block are decent, meaning you specilazed in them [which means you will level], or, if you didn't specialize in them, you played a looong time.   

Oblivion (like its predecessors) is a game that rewards role playing WAY more than it does power leveling. Follow the main story, and you'll have fun. Don't follow the main story, and you'll have fun. Try and cram both into one game, you may not have fun, then, depending on how you do it.

If you are concerned about levels and stats, etc, you won't have fun in any Elder Scrolls game. Oblivion (etc) gives you more of a sense of "I'm getting better at this skill" than it does "I'm getting more powerful than everyone else". Personally, I like that take MUCH better.

Solwyn

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #37 on: June 19, 2008, 02:18:09 AM »
Oh, nice... 500 word rant and not a comment about me agreeing with you.  Sure...

*kicks hard*

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Solwyn

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #38 on: June 19, 2008, 02:46:20 AM »
There, you got your own post, Bluecross. Leave my shins alone.
Now on to NightOwl.
Meaning you may run into hard levels at 1st level, and easy levels at 10th - you seriously want that??? I don't.
Well in an open world, you should have limitations I think. And to be honest, in some games (let's use single-player models since we're talking about oblivion and fallout) like Fable, the encounters get stronger with you, even though rather than a "level" you had an age that was based on what skills you had increased. But in that case, if you wander into the wrong cave, you can be killed. You aren't instantly vaporized, but you get knocked around a good bit and that gives you incentive to GTFO.


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But how do you know you're going to get Laser Sword 2,000??? "Let me come back when I get more strength points"... yea, that's immersive  ;)
Well, I didn't mean you'd come to that realization then. You'd say "well I need something, I can't quite do this." And one day you get a laser sword 2000 or someone comments "wow you're so strong you could probably go to the hills of death and hold your own." These kind of indicators are always there anyway, I'm just saying I prefer that to "hey look a brick wall that doesn't match anything else.... maybe I should come back here.
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auto leveling isn't an issue on any of them except number 4.
But see, that's the problem. I'm not saying there was no way around it, at that point I could make a spell that paralyzed stuff really cheaply so I just paralyzed and ran until I got away. But it was obvious to me that I was outmatched. I was a Breton so I used my dragon shield and stuff was still hitting hard enough to 2-shot me. Also, fortunately the pathing for some of the monsters isn't 100% in that game so I could get up on stuff and run away.
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You're kind of confusing Oblivion with other RPG's - you were never a lowly pig farmer (villager, orphan, etc). You start with a class, you are proficient at stuff, etc.
True, and in every Elder Scrolls game your character has some kind of background that makes it so they ended up stuck in the position they are. They leave it open enough that you can claim you were falsely imprisoned, or you were a thief and you got caught, but it's up to you, and that's cool. But I thought we were talking about Fallout.

In the first, you've never even been outdoors until they kick you out. And you become a loner hero, because they turn you away (sorry for the spoilers, anyone who hasn't played it yet, but if you haven't you're in the wrong damn forums). You have certain abilities and talents, yes, but you are just beginning your journey. You're just starting out, and you're just learning what it means to be in this new world. The second game is similar, you're descended from the holy Vault 13, but you've never ventured far outside your village. Once again you can have skills and abilities, but you're just starting your life's journey. I'm not saying in age, since you can be 99 if you want, but as Orson Scott Card says, "you tell the story that is important, or else you wouldn't have had a reason to write about it. So it's the most important story of your hero's life."
I except fallout 3 to be like that, I want to be a noob at the beginning or else it's no fun when you turn into a badass somewhere near the "climax" of your gaming experience.

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Oblivion (like its predecessors) is a game that rewards role playing WAY more than it does power leveling. Follow the main story, and you'll have fun. Don't follow the main story, and you'll have fun. Try and cram both into one game, you may not have fun, then, depending on how you do it.
And that's fair enough. I like it a lot more than Fable in that you will never have a character that is a master of all arts, because there'd be no replay value. Fable, you can be a freaking God, of course by then you look like Old Man Winter.
And like I said, I don't think there should be NO leveling, because that means the world is not changing because of your actions. If it doesn't, then it's hard to feel like you're having an impact on the world, and it feels like real life which is boring as all hell.
Quote
If you are concerned about levels and stats, etc, you won't have fun in any Elder Scrolls game. Oblivion (etc) gives you more of a sense of "I'm getting better at this skill" than it does "I'm getting more powerful than everyone else". Personally, I like that take MUCH better.
I'm not worried about being the ultimate badass, like I said I like developing the character. The RP in RPG stands for Role Playing, so I like to imagine that the character is growing as the game goes on.
My frustration with the leveling in Oblivion is more about the little imbalances. If you pick athletics as a major skill, it's going to level up fast, and usually unintentionally. So you'll end up spending modifier points on that stat (was it speed? I can't remember, it's been awhile). If my stats weren't balanced right, my offense went up faster than my defense and I'd be able to kill people with my breath but they could hit me with an arrow and cause me to explode. Conversely, with my magic characters, I'm level 20 and can use my mysticism to see into the eighth dimension, so I have a really good view when someone stabs me to death as they take one damage from my level 2 destruction-based fireball. Not that I intentionally "grinded (sic)" my mysticism, but because my need to create soulstones or do whatever forced me to use those spells quicker than others.

Also, this is not directly related to the topic at hand, but I'm psyched about seeing it be a survival-based game. I feel like every RPG that exists requires you to be a serial killer just to finish the game. It's nice when you can get away with not killing people (which in oblivion you could avoid random attacks if you want, but it kind of got old trying to sneak past everyone to the boss, especially since a good source for skill increases was getting into combat).

So in conclusion, I don't have a problem with the concept of auto-leveling, just the way it played out, especially in Oblivion. In all honesty, I think that's the only thing that killed me about the game, because I'm a huge nerd for The Elder Scrolls universe (I got the collector's edition and read through the history book before I made my first character). I love the depth that they put into their universe, with books and dialog and quests galore. But I don't like that the entire universe warps based on your level. To me that takes away the sense of danger in the universe. And once again I just don't want to get killed every time I wander too far away from town, but I want The High Warlord of Asskickertonfieldville to kick my ass if I try to stab him right off the bat.

It's a mixed bag, of course. I remember the first time I played Everquest, I had a bard. One of the songs they get is Chords of Dissonance, which causes a little damage to anything around you every few seconds. This does not discern between friend or foe, and the first time I sat down to drink by the guards, I hit them with the spell and died.

The first thing I said was "holy shit that's awesome."

Then I had to collect my corpse and I was more angry than happy.
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BlueCross

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #39 on: June 19, 2008, 08:06:43 AM »
I  had a bard.

omfg... *laughs and laughs and laughs*

*then points and laughs*

*rofl until tears stream down face*

*points again for good measure*

A bard!!!  ha-hahahahahaha-ha-ha--ha!!

"for the record, I'm not some kind of psychotic provincialist." - Than (ed: Cit. required)
"I lost my game of NT: Garry's fault. Global warming: Garry's fault. End-of-the-Universe: Garry's fault. See it always fits. Anyway, what is Garry up to? No good I bet." - Laszlo
"As for your French, it's probably better than the average English-speaking Frenchman's Finnish! (Or something.)" - wa
"I'm back at Thunderfalls now and every minute thinking of poking a bandit in the eye with a fishhook." - Preyveil
"and yet still nothing has made it to BC's signature!"-KMD

Jeff

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #40 on: June 19, 2008, 08:19:07 AM »
The other thing you "I want an area to kill me" types are ignoring is the opposite. Do you really want tons of game areas that are cakewalks with zero challenge? Because that's exactly what you are going to get if every area is hardcoded for a particular difficulty level. 

This was never an issue in Fallout or Fallout 2 unless you deliberately skipped ahead to pick up the power armor, or whatever.

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #41 on: June 19, 2008, 03:14:25 PM »

omfg... *laughs and laughs and laughs*

*then points and laughs*

*rofl until tears stream down face*

*points again for good measure*

A bard!!!  ha-hahahahahaha-ha-ha--ha!!

?
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it without regard for its personal cost to you."

BlueCross

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #42 on: June 19, 2008, 05:11:08 PM »

omfg... *laughs and laughs and laughs*

*then points and laughs*

*rofl until tears stream down face*

*points again for good measure*

A bard!!!  ha-hahahahahaha-ha-ha--ha!!

?

bard = phail
"for the record, I'm not some kind of psychotic provincialist." - Than (ed: Cit. required)
"I lost my game of NT: Garry's fault. Global warming: Garry's fault. End-of-the-Universe: Garry's fault. See it always fits. Anyway, what is Garry up to? No good I bet." - Laszlo
"As for your French, it's probably better than the average English-speaking Frenchman's Finnish! (Or something.)" - wa
"I'm back at Thunderfalls now and every minute thinking of poking a bandit in the eye with a fishhook." - Preyveil
"and yet still nothing has made it to BC's signature!"-KMD

Solwyn

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #43 on: June 19, 2008, 05:16:24 PM »

omfg... *laughs and laughs and laughs*

*then points and laughs*

*rofl until tears stream down face*

*points again for good measure*

A bard!!!  ha-hahahahahaha-ha-ha--ha!!

?

bard = phail

Well yeah if you're this guy.


But this guy got all the ladies...
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Night Owl

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Re: New Fallout 3 screens and a crying Vault Boy
« Reply #44 on: June 19, 2008, 05:29:31 PM »
The other thing you "I want an area to kill me" types are ignoring is the opposite. Do you really want tons of game areas that are cakewalks with zero challenge? Because that's exactly what you are going to get if every area is hardcoded for a particular difficulty level. 

This was never an issue in Fallout or Fallout 2 unless you deliberately skipped ahead to pick up the power armor, or whatever.

Oh, absolutely. But we're talking about possible auto-leveling in FO3 (or at least I am :) )  I'm kinda hoping it's there in some form, and that the world is much more freeform than before (like Oblivion is.) They probably do have a few kinks to work out (as Solwyn points out), but I'd still really like to see it.