Emil Pagiarulo on quest structures & NPCs in Fallout 3

Discussion in 'NMA News and Information' started by Brother None, Sep 25, 2007.

  1. Brother None

    Brother None This ghoul has seen it all
    Admin Orderite

    Apr 3, 2003
    There's been little news on Fallout 3 lately, and this isn't really news either, but nonetheless, Emil Pagiarulo posted on the official Bethesda forums to comment on quest structures & NPCs:<blockquote>The fact that you know who the traitor is and can't do anything about it, well -- I think that's a totally valid criticism of the Dark Brotherhood. The factions in Oblivion are linear by nature; that was changed up a bit in Shivering Isles, but in the main game, not so much. It's really just the way the game is structured. There's so much content in Oblivion, and that content takes so long to create, we really didn't have the resources to do divergent plotlines or branching factions.

    Fallout uses is a different quest structure entirely. Most quests have multiple paths, and are much less straightforward. Depending on the quest, you may be able to do one thing instead of the other, play two NPCs against each other, betray your questgiver. Etc. etc.

    In Fallout 3, we're also making a much greater effort to handle the player killing NPCs, and there are very few unkillable characters. In keeping with the tone of "you do something, you have to live with the consequences," if you decide to pull a gun on a questgiver and blow his head off, well... that was clearly your decision. So we'll let you do it. And if a quest fails because of that, so be. So long as we give you feedback that you've screwed yourself, we're fine with that.</blockquote>Link: thread on BGSF.

    Thanks 13pm.
     
  2. Morbus

    Morbus Sonny, I Watched the Vault Bein' Built!

    Aug 16, 2006
    Most quests have multiple paths?! Wow! That's so good to hear. Most of them will have multiple paths! I just pray that some will have multiple consequences too :)

    Ass...
     
  3. radnan

    radnan A Smooth-Skin

    622
    Dec 1, 2006
    i fancy the ideea of situations rather then quests

    like the junktown situation
    the master situation
    the vault-city / gecko situation

    they may not be the best examples but thing is quests arise from the two sides interacting with each other ... the player isnt neccesarily the solution giver but rather the one to tip the balance ... ok so they werent perfect in fallout but they were above the rest

    he's right oblivions quests were totally linear and one sided and didnt interact with each other ... every faction lived in a bubble with its own private "problems"
     
  4. ivpiter

    ivpiter It Wandered In From the Wastes

    125
    Jun 26, 2007
    "A bit" being the opritive phrase.

    I wonder many many quest paths will be axed because it's being fully Voiced.

    Illiterate and shallow.
     
  5. Morbus

    Morbus Sonny, I Watched the Vault Bein' Built!

    Aug 16, 2006
    Yeah, me too. But we're talking about Bethesda, remember. That's not something they would fix from the original fallouts... Because that was a bad thing about fallout (Fallout has quests, not situations) and they wouldn't dare change a bad thing would they?
     
  6. Nim82

    Nim82 It Wandered In From the Wastes

    192
    May 5, 2007
    Nice to see him absorbing flak on Oblivion, their usual tactic is to deflect it. I like Emil, he seems to be the most credible of the bunch.

    I can vouch for Shivering Isles being an improvement over Oblivion, in respect to factions/quests. But it's still quite a bit short of what Morrowind accomplished (which in itself isn't saying that much).

    Not sure on his argument as to why Obliv had no factional interactions. MW had a lot more unique content, had a smaller dev team, was on a (then) new engine, yet they managed to pull it off...
     
  7. Salkinius

    Salkinius First time out of the vault

    57
    Jun 22, 2007
    And I believe Emil was a huge influential part of the creation of Shivering Isles. Shivering Isles is very different from the main game. The difference is that it's better. The characters are more versatile and has better voice actors, the quest are better and more interesting. But the choices to be made in Shivering Isles are still pretty basic. join what or what faction, kill that or that lord and so on. Still when comparing the non existent choices to be made in the main game it's a huge difference.

    And if Emil can do even better now, Fallout may as well turn out pretty good when it comes this area. But it still might not.
     
  8. Crowfoot

    Crowfoot Still Mildly Glowing

    223
    Jun 21, 2007
    It seems that Emil is probably the best of a bad bunch, but when the Bethsoft people talk about branching dialogue, multiple quest solutions and moral ambiguity, things that are essential to the original Fallout experience, they use phrases like "We'll let you" and "We've decided to". It sounds like they are granting a generous concession to the fans who, apparently, should be grateful. Irritating.
     
  9. The Duke

    The Duke First time out of the vault

    51
    Jun 16, 2007
    (sigh), You guys are not really buying this shit right? Remember that the same thing was said countless of times about oblivion before release ( "dozens of ways to finish a quest, with different results and yada yada" I do believe there wasn't a single fucking quest in oblivion that wasn't linear). These people are liars.

    It's also kind of sad to know that they are only learning how to sell and hype this game for the fanbase now. It's kind of a big notice about Bethesda modus operandi .

    I expect the worse until I play the game and (hopefully, but unlikely) be pleasantly surprised. Pleasantly "shocked" would be the right term actually :? ...
     
  10. Black

    Black Vault Senior Citizen

    Jun 21, 2007
    Non-linear? Freedom? Is that what bethesda dpes well?
     
  11. Mungrul

    Mungrul First time out of the vault

    91
    Jul 4, 2007
    Re: Emil Pagiarulo on quest structures & NPCs in Fallout

    This bit really worries me.
    It stinks of Morrowind, where sure, you could kill important NPCs, but if you did so, you couldn't complete the game.
    I still think that they're not really getting it.
     
  12. SGTcane

    SGTcane First time out of the vault

    32
    Sep 18, 2007
    Re: Emil Pagiarulo on quest structures & NPCs in Fallout

    Are there any? And if so why the hell? And how will it be treated? Question questions questions... :)
     
  13. FeelTheRads

    FeelTheRads Vault Senior Citizen

    Sep 15, 2004
    I think he was talking about side-quests, not the main quest, because otherwise I really don't see the point of unkillable characters.
    So what you'll probably have is messages poping up everytime you kill even the least important quest-giver, because obviously the player is too stupid to realize for himself that if you hill him the quest then fails.

    They never will. And thus, in Fallout 3 you'll always know what you did wrong, everything will be laid out to you and you'll be hand-walked, because otherwise you'd be distracted from the real fun, that of blowing-up mutants.

    Good times await Fallout. Good times.
     
  14. Paladin Solo

    Paladin Solo So Old I'm Losing Radiation Signs

    Nov 7, 2003
    I thought the real fun would be drinking unevaporated, dirty toilet water and irradiating everything around you by nukapulting your environment with new-age, revolutionary, done-the-way-the-original-designers-would've-wanted-it technology?
     
  15. Jidai Geki

    Jidai Geki It Wandered In From the Wastes

    105
    Sep 13, 2007
    Meh. Why are there any unkillable characters?
     
  16. Karel

    Karel Still Mildly Glowing

    258
    Jan 21, 2006
    So, to accomplish "Bring me ten rat, ehm, mutated rat tails" quest, you can kill the rats or buy the tails conveniently at a local shop? :liar:
     
  17. Brother None

    Brother None This ghoul has seen it all
    Admin Orderite

    Apr 3, 2003
    Re: Emil Pagiarulo on quest structures & NPCs in Fallout

    Yip, that's one of the most worrying parts. I want to be able to screw myself if I make a bad call because hey, that's life. I don't need Emil and Todd holding my hand through the game.
     
  18. Bernard Bumner

    Bernard Bumner Still Mildly Glowing

    257
    Feb 5, 2007
    Re: Emil Pagiarulo on quest structures & NPCs in Fallout

    Perhaps, and hopefully, he just means that there will be consequences, rather than just a broken quest?
     
  19. Meh

    Meh It Wandered In From the Wastes

    108
    May 1, 2007
    "You've made non-preferred action, do you want to load previous save?"

    Spoken of course, because text (and judging things by yourself) isn't next gen enough.
     
  20. generalissimofurioso

    generalissimofurioso The Hole Time Orderite

    Jun 17, 2007
    But you can be sure that the person saying those things will be rendered in 1080i high definition graphics with so much bloom you'd think that the sun was located in your nose!