why won't anybody just copy New Vegas's design (faction based semi-sandbox with skill-check based quests), even though the game was a massiv...

why won't anybody just copy New Vegas's design (faction based semi-sandbox with skill-check based quests), even though the game was a massive financial success?

  1. 2 months ago
    Anonymous

    Dying Light 2 tried to and it put the game in development hell for several years

    • 2 months ago
      Anonymous

      They threw their hands up after a couple years and went the Ubisoft route.

  2. 2 months ago
    Anonymous

    No one can pull it off.

    • 2 months ago
      Anonymous

      why? like literally just copy it with some minor changes

      • 2 months ago
        Anonymous

        go ahead and copy the mona lisa with just some minor changes for me

  3. 2 months ago
    Anonymous

    Because it would still take skill and passion to pull it off
    And 99% of game devs today lack those 2 things

  4. 2 months ago
    Anonymous
    • 2 months ago
      Anonymous

      While FNV didn't have spectacular combat, Outer Worlds really fell through in pretty much the same way as Fallout 4
      All the gear and weapons were just the same ones with a new coat of paint and higher numbers, so whenever a better version of what you're using comes along, you just throw away your old stuff
      Not that I would say that in an RPG you should never change gear, but you should at least be a little bit attached to it.
      That first pistol you got? It's always a nice and cheap alternative, and you can mod it so it can somewhat compete
      That armour you scavenged on the fifth mission? It might not protect as well as later gear, but maintainance is low and it doesn't weigh you down
      Getting newer gear should be interesting, but not a complete no-brainer

      • 2 months ago
        Anonymous

        I don't really agree with that. If there's a mechanic to upgrade old gear, inevitably it means a crafting mechanic, and that's always a pain in the ass. not just because it means gear locked behind skill gates, but also that the best gear can't be found but only crafted. Making all loot trash.

        • 2 months ago
          Anonymous

          In reality there is no reason whatsoever why you need any scaling mechanics for your characters combat capability aside from stats/attributes. Gear upgrading and upgrades are almost always flat numerical advantages that can be just as easily achieved via stats.

          Having multiple intersecting scaling mechanics is confusing to inexperienced players and invites its own form of complexity that is difficult for even the developers to keep under control.

        • 2 months ago
          Anonymous

          >inevitably it means a crafting mechanic
          I wouldn't want to go that far, unless you consider the weapon mods of FNV to be a crafting mechanic
          I don't, and I would also feel that there is little need to go further than that
          In addition, I feel that old gear shouldn't be upgraded to be the best in its class, but just enough to make it last longer
          Take the varmint rifle of FNV for example, it's shitty, and even with all the mods it cannot dream to compete with the hunting rifle. But, with all the mods it's a nice cheap rifle that can still reliably take out weaker enemies, with the benefit of being supressed
          Josh Sawyer had a bit on Tumblr about how he designed his weapons, and I thought that he had right there
          Which makes me wonder why the weapons of the Outer Worlds feel so samey

        • 2 months ago
          Anonymous

          >it means a crafting mechanic, and that's always a pain in the ass.
          I would disagree. While crafting systems like in 4 are bloated and a mess I feel that NV crafting system was great. Leveling up surviving and using items like rushing water for a melee build or a reloading bench to craft the ammo you need can turn useless loot into something that's useful to the player. The only problem with NV and crafting is there is lack of campfires compared to the other crafting stations.

  5. 2 months ago
    Anonymous

    Game was a success not because of it having factions but it gave the player agency and ability to act on their own interest and shape their own story. Like an rpg should.

  6. 2 months ago
    Anonymous

    The success comes from the quality of the writing and world building, it require good writers which are lacking in the video game industry.

  7. 2 months ago
    Anonymous

    i wanted to make a faction based game in a semi-sandbox but there wouldn't be any rpg stats, at least not ones the player could see

    • 2 months ago
      Anonymous

      that would get boring quick

  8. 2 months ago
    Anonymous

    >just

  9. 2 months ago
    Anonymous

    I don't think New Vegas was anything special profits-wise. It's a borderline cult hit. Praise of gaming enthusiasts doesn't get you as far as normie bucks.

    • 2 months ago
      Anonymous

      Fallout 3 and NV are estimated to have both sold around 12 million. Not terrible numbers.

  10. 2 months ago
    Anonymous
  11. 2 months ago
    Anonymous

    Factions sucked.
    >Kill some guy in the middle of nowhere with 0 witnesses
    >Lose rep
    Great game

    • 2 months ago
      Anonymous

      He didn't show up back home so that means you specifically, out of everyone in the world, killed him. Duh

      • 2 months ago
        Anonymous

        Now that I think about it, that bloatfly probably reported me to the NCR

  12. 2 months ago
    Anonymous

    FNV's design is based around the writing
    That is to say it's built the way it is to serve the writing and story
    You can't just copy it and expect it to work

  13. 2 months ago
    Anonymous

    Even the people behind fallout new vegas couldn't copy fallout new vegas. FNV was made in a pre-existing universe which it could make even more interesting, and gameplay-wise it's nothing special. It's literally on the same engine as fallout 3. They didn't have time for massive improvements.

    Outer worlds is how they tried to remake it. Was it interesting to play or read through? No, definitely not on the level of fnv. Why? Because there is no initial investment a lot of people had with fnv. It had to do more to establish the world, which it still failed at. Also because it's trying to be like fnv way too much, leaving no room for interesting worldbuilding of its own.

  14. 2 months ago
    Anonymous

    Daily remainder

  15. 2 months ago
    Anonymous

    They polished the turd for 15 years. Of course they had it ready to go when it was time to realize it in any engine.

  16. 2 months ago
    Anonymous

    Man do you really think the trannies, fags and other mentally ill ilk who make up the creative industry have the potential to write anything near as topical as New Vegas? Factions like the Legion, characters like House, nuanced political conflict between so many different people and factions and so on...al of this is impossible for ~~*modern*~~ creators to come up with because they are - no hyperbole - incapable of coming up with such idea. These people see themselves as soldiers in an ongoing culture war and so everything has to have a message, and nothing from 'the other side' can be seen as even remotely relatable. It's all black and white, so something as gray as New Vegas is entirely lost on them. It's why no one can pull it off - and even if a group of creators could, they wouldn't be allowed to. Just look at all the god-awful gay shit that gets made and the point becomes clearer.

  17. 2 months ago
    Anonymous

    Because FNV was lightning in a bottle. It was created by the perfect team of passionate (and knowledgeable) devs given just the right amount of creative freedom to continue the pre-existing story in an interesting way.
    >The choices wouldn't have been as good if the devs weren't TTRPG autists
    >The story wouldn't have been as good if the devs weren't philosophy/politics autists
    >The weapon selection/systems wouldn't have been as good if the devs weren't weapon autists
    etc. etc.
    FNV devs were far more active in considering things like player choice & playstyle, and allowing players to find their own route while still handing them most of the content on a silver platter. FO3/4 on the other hand have a far more pre-defined player experience because they're not really RPGs.

  18. 2 months ago
    Anonymous

    Because Bethesda isn't renting their engine out anymore
    without that , you have nothing

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