One downside of the 3D Fallout games, in hindsight, from retired geme dev.

I see one major drawback shared by all the 3D Fallout games (3, NV, 76, 4): the unnecessary reliance on simple visible math, numbers, percentages in combat. It breaks combat, immersion and takes away player autonomy and agency. It's just outdated and doesn't fit the 3D gameplay. Man has to decide: either math-heavy 2D RPG or 3D exploration FPP/TPP. They can't be successfully combined, because two generes mutually kill each other's strengths.

It's not like game developers in the 1990s wanted all those visible percentages, numbers, and calculations. They just hadn't choice. Given the hardware limitations of the time, it was impossible to create a truly complex, immersive world with real player agency, so they had to rely on abstract simple numbers instead. And it fit 2D RPG.

When Fallout went 3D, someone was apparently too conservative or too afraid to move beyond that formula. Instead of using modern hardware of the era to create a new level of immersion, they took the easy route and copied as much as possible from Fallout 1/2 and that's the reason they didn't quite match the original ones reviews.

And it's not even just RPG vs. FPS dichotomy. Just look at the S.T.A.L.K.E.R. or Metro series, then imagine Fallout built around the same design philosophy: a modern blend of story, player skill, gunplay, immersion, 3D graphics, realism, loot, atmosphere, and exploration.

The real challenge isn't copying the weakest elements of Fallout 1/2. It's preserving their greatest strengths while leaving their outdated limitations behind. The strengths of the original 2D Fallout games were their atmosphere, story, music, world, characters, and environment. Their biggest weakness was shallow combat built around simplistic visible math, which was acceptable in 2D, but really poor, obvious and straight in the face in 3D game.

People want to have fun and immersion, things working like man can imagine they should. Not feel artificially restricted by arbitrary math giving unrealistic results. When player takes a minigun he wants to cause a massacre around him, a carnage like in the movie. Not to see some % lacks to hit a guy 10m away even if the bullets go straight through him, or some points lacking to deplete some guy's health bar when he's visibly full of holes like a sponge...

cheers

reddit.com
u/sermen — 1 day ago

Power armors, what's your opinion?

Personally i think power armor has decent story behind it and it has been implemented ok-ish, and it's something new, but it was too much.

It's available way too early in the game. And it should be just one piece, not many. Arming most of the team with this things felt off. It just changed the game too much, in many ways, and in a wrong direction. It felt also taken/copied from Fallout too much.

Just mixed feeling overall. I prefered original ATOM without them.

reddit.com
u/sermen — 1 day ago

What was the downside of Supreme Commander/Forged Alliance - theoretically a near-perfect RTS? Why it became less relevant relatively quickly?

I've played SC as a young guy, right after the release, and as much as i loved the game i forgot about it much faster than e.g. Total Annihilation, Earth 2150, C&C etc. which i play sometimes even today. What SC exactly did wrong?

My idea was it was a poor economy design choice, disrupting economy/combat balance. Where you could scale indefinitely, support building and production with engineers, reclaiming wreckages, repairing (all without much automation) causing very poor balance: 60-70% of the player attention on economy (which was basically a chore) and only 30-40% attention on combat, preventing focus on more sophisticated tactics.

This (despite theoretically incredible SC/FA potential all around; graphics, units, scale, sophistication, possibilities, maps) created quite unattractive gameplay where players simply produce and push anonymous masses without much tactics into an economic meatgrinder, a side with slight advantage in economy gradually pushing the frontline, snowballing into the economic win.

In short, due to poor design choices, SC had much too big emphasis on economy, at cost of combat/tactics. It was even more visible during competitive MP which was all about economy. (Original Total Annihilation also had this problem to some degree, but SC made it significantly larger.)

What do you think was SC/FA downsides?

u/sermen — 2 months ago

Będę tam na miejscu ok. 21, a odjazd mam o 5 rano. Gdzie można tam przeczekać te kilka godzin? Może nawet przespać? Może jakoś na samym dworcu?

pozdrawiam

reddit.com
u/sermen — 2 months ago

I feel like recruitment system is a big part of overall TW game experience. There were some briliant ideas through some TW games, and Thrones of Britannia was probably the pick of TW recruitment system. And i think it will be especially crucial in medieval setting.

Minimum, from Britannia:

  1. Limited number of different warriors poll. When you just couldn't spam 1-2 unit types for the whole army, which is both; not fun/not balanced and not realistic. E.g. a full army of knights in medieval era would require totally different social structure of the state, not just some more money as there was no such amount of % rich nobles in the population.

  2. Upgradeable units. You were not forced to constantly disband experienced units and recruit new ones from scratch, when some similar new type appears. You just pay for upgrading their equipement. Similar for paying for upgraded armor/weapon.

  3. Having to wait for the units to gather, instead of recruiting full strength unit instantly.

----------------------------------------------------------

Or maybe even more radical and realistic like:

- depending on social system of the state, not having "professional", paid, constantly ready army, except for your own personal guard in typical european mevieval state

- not paying for recruitment directly at all, when your vassals are obliged to gather on your command, together with their units and even pesants

- considering and planing around seasons and weather when your vassals and pesants want to return homes for harvest

- some imperial ogranisations like Bizantium having bigger "professional" armies, some like steppe nomads having huge part of the society being skilled warriors, not pesants etc.

Such differences may add a ton of replayability/diversity/flavour to the game.
What do you think?

reddit.com
u/sermen — 2 months ago