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Friday, October 31, 2008

Design Lesson 101 - Fallout/Fallout 2

"In Fallout 2, I was granted a temporary day-pass to go inside the gates of Vault City, a very closed-off city that could have information that would help me with my main quest. While inside Vault City, I spoke to a high-ranking official in a rather rude manner. As a result, I was immediately kicked out of the city and my pass was permanently revoked.

Unless I fought my way into the city and killed everyone within, I was now unable to get inside the walls of Vault City. All of the quests that I had accepted in the city, were now impossible to complete. The important information inside the city was unreachable. The people in the city would not speak to me, sell me goods, help me out. They reviled me.

In many games, this would be the end. The poor choice I made in talking to an official in a snide manner would result in the consequence of game over, since the critical information was hiding within.

However, in Fallout, while the consequence of making my life more difficult was apparent, the game wasn't over."
Design Lesson 101 - Fallout/Fallout 2

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