Could Synths have worked in the Fallout setting?

Discussion in 'Fallout 4' started by The Dutch Ghost, May 21, 2016.

  1. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    Fallout technological issues and limitations aside, could synthetics have worked in the Fallout setting if the writing behind them had been better? (it could always have been made up that they originate from the one place were transistors and microchip processors were developed)
    I am always open for new additional 'species' to the Fallout setting such as the Ghouls, Super Mutants, Ghost People (kind of Ghouls), the planned Troglodytes (not the ones from The Pitt), the Beastlords (I actually kind of like them), and more in such spirit. (I am not sure if we really can mentioned Psykers in this category as they are really really rare and it is not a mutation you can randomly pick up and I am not sure how many people inherited it)
    So in that context I would have been willing to give Synths a chance.

    Still I am not sure how far they should have gone at becoming like humans such as the Synth 3s. I would rather have made them a unique 'species' of their own that only emulates humanity to a certain degree but for the rest are more like walking computers.
    Sort of like if Lt-Cmdr Data from Star Trek TNG decided to create a society like him.
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  2. Mr Fish

    Mr Fish ...The pain of being dead...

    Sep 11, 2010
    They could definitely have worked.
    A ZAX computer at a robot manufacturing plant wants to improve the robots so it keeps improving and improving and eventually it starts to wade into the territory of creating humans as it misses them and because it is a super computer with an AI that is actively trying to better itself and its counterparts it would make perfect sense. Eventually, over time, synths become a thing, the older robots become obsolete and become more of worker drones, slaves. Every new generation of synths is improved, more human looking, better mechanical functions, sounds more human, moves more human. A class system is slowly formed between the various gens of synths. All synths would come programmed to 'be' like humans, to replicate them as much as possible from whatever data ZAX had, so the synths aren't interested in the typical fearmongering about AI that it wants to self-improve and better itself. These synths are created by an AI that understands the needs for limitations and so imposes it upon them in their deep programming. Like instinctual behaviour. The robots it first created would be the ones that are sent out to collect whatever material can be used for manufacturing more synths and updating the manufacturing plant as well as ZAX itself.

    Lots of interesting stuff could've been done with synths. Lots of ways for synths to make perfect sense too. I don't really have a problem with synths. It's the extremely advanced technology they use for synths in FO4 to the point that they are indistinguishable from humans (inside and out) that goes way too far. And for it to be made by a society that shut themselves in with limited resources just doesn't make much sense to me.

    So yes, I think they could've worked.
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  3. a721402

    a721402 Played FPS for decades still suck at it.

    Mar 29, 2016
    Everything could worked as long there are some good writers handle it.
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  4. Mr Fish

    Mr Fish ...The pain of being dead...

    Sep 11, 2010
    Well... Remember Killer Klowns From Outer Space? No matter the writing they simply would not fit in Fallout.
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  5. Jogre

    Jogre It's all JO'Ger now

    Oct 25, 2015
    They made a great sequel to Wasteland 1 involving Killer Clowns from Outer Space.. It was successfully written and is still a well-remembered and well-regarded game today.
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  6. Mr Fish

    Mr Fish ...The pain of being dead...

    Sep 11, 2010
    Wait, what?
  7. a721402

    a721402 Played FPS for decades still suck at it.

    Mar 29, 2016
    No, of course i don't remember what is Killer Klowns From Outer Space, please don't let me remember it, i will take my words back.
    • [Like] [Like] x 1
  8. Jogre

    Jogre It's all JO'Ger now

    Oct 25, 2015
    Have you never played that abomination of a game?

    Basically, EA Games wanted to make a sequel to Wasteland, so they made a game called Fountain of Dreams

    The whole plot is about a group of mutant Clowns trying to take over Miami. At one point you find a friendly Witch Doctor who helps you infiltrate the "Killer Clown College" where you find out why the Killer Clowns are so violent. The Plot and Gameplay is just so shitty, that no game since has been able to top it.
  9. Radiosity

    Radiosity Writiosity

    Sep 9, 2015
    I'll be covering Fallout 4 in my next reconstructing series, but my notes for the Institute are basically this so far:

    So yeah... similar themes, transhumanism, augmentation, ethical medical dilemmas, all sorts would be possible.
  10. Mr Fish

    Mr Fish ...The pain of being dead...

    Sep 11, 2010
    We're talking about Fallout though. Not Fountain Of Dreams. Killers Klowns From Outer Space, no matter how well written would not fit in Fallout's setting.
    • [Like] [Like] x 1
  11. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    Sadly I don't have a complex elaborate plot yet in my mind to explain it all (those who know me here know that I love coming up with complex plots).

    I probably still would have wanted to do something with the Institute and a 'City of Tomorrow'/new hope for humanity, and suddenly Synths start to appear in the wasteland.
    First the mechanical ones that attack settlements and caravans, and later on the more organic ones (I rather prefer the idea that their organic side is the result of cloning and grafting living tissue onto non mechanical parts) that start infiltrating settlements, all for some unclear goal.

    I would like to keep the origin and background of the Synths more of a mystery similar to the Master and Unity in Fallout 1, and the Enclave in Fallout 2, and there being all kinds of bits of background information spread across the Commonwealth, and when the player starts putting these pieces together there is this 'a ha moment' when you see the complete picture.

    Even in Fallout 3 I wanted that the Super Mutants did not appear as they are not suppose to be on the East Coast and in my take on Fallout 4 the Synths would completely replace them as higher tier enemies, those Tracers being the worst type of enemy you could run into. (think those fully augmented agents from Syndicate)

    There would of course be some plot twist in which you can spare some of the Synths (not all are evil/want to exterminate humanity, something like that), explaining why there would still be some Synths roaming around in any follow up game on the East Coast, they like the remnants of the Master's Army and the remnants of the Enclave being just another group of survivors trying to find a place in this new world.
    But unlike the first two the mechanical Synths can still increase their numbers to a small degree.

    But it would be to obvious that even if tried to separate the Institute from the Synths that there would be some kind of connection any way as they are the most advanced society on the East Coast with the technology to build them. (I would like to have made it that the Institute is instead a group descended from Pre War scientists, scholars, technicians and so on who returned to the surface to rebuild civilization and giving humanity a new future, explaining that City of Tomorrow they are building on the ruins of Boston)
  12. Risewild

    Risewild Venerable Relic of the Wastes
    Modder Orderite

    Jun 14, 2014
    Just suggest it to Bethesda and wait for Fallout 5:
    • [Like] [Like] x 3
  13. Mr Fish

    Mr Fish ...The pain of being dead...

    Sep 11, 2010
    Well, we did have that clown killer in Point Lookout... And we got Zetans... So... A Zetan who's a huge fan of the clown killer from Point Lookout goes down to earth to revive the glory of the serial killer?


    Anyway, we're getting besides the point of the thread now. Synths, I don't really get how they can be flesh and blood. It's like they half-assed Harkness from FO3 and just used the same old human gore animations and by Fallout 4 they were like "well, shit, I guess we gotta find some way to make sense of this".
    @Tagaziel said that they used FEV in their creation of the synths but I still don't see how FEV can be used like that.
    Synths should never have been "flesh and blood".
    Last edited: May 21, 2016
  14. Radiosity

    Radiosity Writiosity

    Sep 9, 2015
    Guys, stop giving them ideas...
  15. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    I doubt that Bethesda is checking this place, and even then Fallout 4 is already made and published, little we can do about it.
    I just started this thread to see what our own ideas would be like for introducing Synths.

    Yeah I would also rather like to stick with that idea but then the 'infiltration angle becomes a bit more difficult', and to me the idea that the difference between robots and synths is that the last group includes models that can pose as humans. (thus having to come out as somewhat 'fleshy', having fake blood, bad breath etc.)

    Would people here have objected if I had gone with a storyline of 'Synths believe themselves to be new humanity and want to replace the old one'?
    Bit of a trope as it is kind of like the Super Mutants and the Master wanting to replace old humanity, and the Enclave wanting to cleanse the Earth of all mutant humans to make room for the true and pure humanity.

    Edit: I would have cut all the 'FEV used in their construction' bit or 'pure human DNA' out.
  16. Chud

    Chud Still Mildly Glowing

    Jun 8, 2015
    Killer clowns could work as a silly one-off mission. The player meets a group of friendly retired raiders. They're all old and tired of fighting, and have worked hard to create good will with the locals, settling down so as to enjoy their twilight years. A member of the group, Trembles takes a shine to you, so much so, he wants to spend the night doing a ton of chems together. Sometime during the drug fueled night, Trembles hears something just outside his tent. You both run out to see a flying saucer! Killer clowns beam down and attack. The two of you manage to kill them all off, and exhausted from all the fighting, you both pass out in the pasture. In the morning the two of you discover dozens of slaughtered cattle. Turns out it was all a bad hallucination. Now you and Trembles are in trouble with the raider leader, and unless the two of you can find an alternate food source, this old raider gang might be forced to go back into the raiding game. Thus starts your adventures with Trembles and the terrible flashbacks of Killer Clowns that appear at random in bars, amongst trees in the distance, and in the heat of battle.
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  17. Radiosity

    Radiosity Writiosity

    Sep 9, 2015
    • [Like] [Like] x 2
  18. Mr Fish

    Mr Fish ...The pain of being dead...

    Sep 11, 2010
    Love it.

    But you could work in Edward Penishands in an illusion if you wanted to. I don't really think it counts. I mean 'real' killer klowns from outer space. Not an illusion. Not some guy in a mask. Not even zetans. I'm talking about real killer klowns that are a clown looking extra terrestrial race that comes to earth and wraps people up in cotton candy cocoons so that they can drink them with swirly straws. Who uses the kind of outerworldy zany "weapons" like they do in the movie. One of the clowns uses his hands in the light to create shadowpuppets and entertains some people at a busstop before turning the shadow into a dinosaur who then proceeds to eat the people whole (a shadow on the wall eating literal people).

    I'm saying you can't work that into Fallout proper. No matter how it is written it is one of the cheesiest things I've ever seen and it would clash with the tone of Fallout way too much. I mean, Fallout 2, anyone? It would've been way too much for even that game.
  19. Ragemage

    Ragemage Wept for Zion

    Feb 20, 2016
    Honestly I don't think Harkness was that bad in FO3. We had no idea how stupid and hypocritical the Institute really was back then, and Dr. Zimmer during that quest made it very clear that Harkness was the only Gen 3 synth, and that it took decades to perfect him. Thus, without him, they would be set back decades worth of research.

    Now here's what doesn't make sense: Zimmer clearly states they would be set back DECADES if they don't get Harkness back since he was the first Gen 3 synth, but apparently the canon ending to that mission is that you kill Zimmer and let Harkness go free, since Fallout 4 takes place 10 years after Fallout 3 and Zimmer still hasn't returned or sent any form of contact to the Institute, according to the person who took over his job. So therefore, there should only be Gen 1 and 2 Synths by the time Fallout 4 came around. They literally would not have the technology to make more Gen-3s because of Harkness managing to escape. As I said, he was the FIRST Gen-3. You could argue that they could always make more, but Zimmer really seemed to drive the point home that if they didn't get Harkness back, the Institute was fucked research-wise. If they hadn't made Zimmer so passionate about getting Harkness back then this would make more sense, but the fact is, from the way he talks about it, if Harkness was never brought back, Gen 3s by the time of FO4 shouldn't be a thing.
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  20. MercenarySnake

    MercenarySnake Kept you waiting huh?

    Aug 22, 2015

    Please don't give them ideas.

    Synths could've worked if it wasn't the equivalent of "Nanomachines son". Synths in Fallout 4 to me are simply human look a likes with a synth component you pick up on death with no other "synth components" or synth insides to prove it. I mean how the hell does that work?