Showing posts with label Fallout. Show all posts
Showing posts with label Fallout. Show all posts

Tuesday, August 14, 2012

Arbitrage

I've been playing Fallout 3 again recently. It's still a good game. One of the aspects of the game has gotten me thinking though. Quite apart from the quest lines and the normal course of bartering you can turn in certain items you find scavenging the ruins of DC for a reward. Let's take an example:

Sugar Bombs have a listed value of 5 caps, which means that the various eateries in the capital wasteland will sell them to you for six to eight caps, depending on how many points you've put into barter. Murphy, a ghoul in Meresti Station, will buy Sugar Bombs from you at 15 caps per (more if you talk him into it). So quite apart from scavenging, whenever I'm at a bar trying to parlay a battered suit of Raider Badlands Armor into a stimpack or two I pick up any Sugar Bombs they have on hand.

There are a number of other turn-ins. The Brotherhood of Steel will give you 100 caps per pre-war book (nominal value of 1). Walter at the water processing plant in Megaton will give you 10 caps per piece of scrap metal (nominal value of 1) and Winthrop in Underworld will trade chems direct; 5 pieces of scrap metal for 1 Stimpack, Rad X or Radaway. There are more, but those should suffice for the current discussion.

Back to the Sugar Bombs for a moment. If they're generated at one point (let's assume that a different scavenger brought them in and sold them off). You can make a profit just by knowing where you can buy them and where you can sell them. Arbitrage.

Given how much time I spend in game keeping an eye on things I can buy one place and sell another, couldn't you get rid of all that stuff with Super Mutants and raiders and so forth and just make a game about buying stuff one place and selling it another? Oh, right, that's what the Escape Velocity series was all about. And come to think of it, EVE Online. Except they tend to junk it up with random spaceship battles.

Let me clarify for a moment; I love gunning down super mutants and blowing up spaceships and such. It's just that I can name a dozen games where you have spaceships trying to blow each other up; Escape Velocity is the only one I can think of with that sort of trading.

So why is that? Well, that sort of thing gets boring after a while. Supposing you find a good route. You land, fill up your hold, take off, fly three star systems over, land, sell everything off. Buy something else, take off, fly back to the first system, sell everything off. Repeat. You get to see numbers go up, but that's not much of a reward for a mechanical task. You also get to upgrade your ship, which is a case of "I can make the numbers go up faster", unless you're also branching into space combat. That gives you a whole range of potentially interesting upgrades, which makes the Escape Velocity games work.

Its' still the trading system that makes them unique though. And I don't want to make a game that's just a copy. So we modify the trading. In particular, we automate. Instead of physically transporting the goods from one system to another, you hire someone else to do it. You establish a trade route, which then gives you a certain profit each time your captain completes it, and then you move on trying to find another.

At this point we've got a puzzle. Or at least the wherewithal to build a puzzle. Once you find the best trade routes it's essentially solved. You can increase the life of the game and also make it
closer to life if you change the efficacy of the routes over time. Winthrop in underworld might finally get enough scrap metal, and offer a lower bounty. Murphy has a pretty small operation, and might only be able to process a certain number of Sugar Bombs. If we make the value of certain runs time dependant, you have to keep an eye on them and redirect your caravans when they stop being profitable. It's still a puzzle, but a trickier one.

From here we could make this into a full on game. We'd need a way for several players to interact, or a way to keep it interesting for a single player. (At this point it pretty much has to be a video game; it's entirely too time consuming to do all these calculations with a physical game.) We'd also need to strip out the references to Fallout or Escape Velocity; it's all right borrowing mechanics, but taking from someone's creative side might engender a law suit. In any case, we've got plenty of games being designed right now, so I feel comfortable leaving this idea to simmer where it is.

Friday, September 16, 2011

Replays and Replayability

(No, this isn't going to be a what-if featuring Jane Austen playing D&D. -ed) (Hey, that's not a bad idea! -B) (No! -ed) (C'mon! -B) (Dammit, I said no! -ed)

Warning: This post will contain links to game wikis. If you are worried about spoilers, I suggest not following those links through.

So yeah, this issue's been bugging me for a while, and if I can't get a suitable discussion out of it, I can at least get some content in here. First of all, what makes a game re-playable? Using some of our standard examples, in Kingdom of Loathing, once you beat the final boss, you are given the option to ascend and start at level 1, keeping one or more skills from your previous run, and doing the new run in a variety of different ways. In Fallout: New Vegas, and the other Fallout games to varying extents, you can play through using different skills and/or make different choices, leading to other endings. Another option used in New Vegas is that of achievements, giving you some sort of boost to your fragile ego by giving you awards for things that you either might normally not do, or for doing a lot of the things you would usually do. If you have a couple spare hours, you might ask Zerg_Rush how he got the title "The Insane" for one of his WoW characters. I'm sure you've run across these tactics to squeeze more playtime from other games, I'm just using the examples I've run most recently. Some, of course, are more effective than others.

The more philosophical question is what actually causes one to replay a game? Havoc Jack just spent at least one post talking about how he's restarted Diablo II, but I can't normally seem to muster up that much desire to replay a lot of games, especially after I just finished it, whereas I've seen him finish a Starcraft I campaign and immediately start replaying the same campaign. Every once in a while, I will go back into the vaults and work up some game I haven't played in a while, but for the most part I don't replay games that much. Starcraft II was pretty awesome, but after playing it once I haven't really gone back to it at all, except for running a few missions trying to get achievements. I haven't actually finished Fallout: New Vegas yet, but I don't really plan on playing through again once all the DLC comes out and I actually do finish the game. I ran though Fallout 3 twice, although that was primarily because I got DLC for that and decided it would be simpler to play through again. On the other hand I play KoL all the time, and am constantly ascending. Perhaps it's just that easier accessibility to a wiki and easier character optimization makes me want to play it more, although according to Steam I have played New Vegas for 62 hours, so I guess that's a decent amount of time spent on it. And of course, I did end up reading a lot of the wiki, and sometimes I find that reduces my desire to actually play the game.

I'm not sure why this single-play tendency only applies to video games, though. I've played any number of board games any number of times, I've watched many movies as much as I could stand, and nearly all the books on my bookshelf have been read dozens of times.

Insofar as no one else can answer the question for me, perhaps if anyone actually reads this blog instead of it being a vanity project for us they can attempt to answer the question for themselves.

Friday, July 8, 2011

Sequels done right

Seeing as my compatriot has poked his head in to write a post or two it bears upon me to push him down off the main page. Or at least suggest that you slog through my posting before you get that far down. My impression of Europa Universalis III is well, it seems like I'd have to spend entirely too much time adjusting sliders and divining mechanics and not nearly as much breaking things. I figure it'd go down something like this. Inasmuch as I don't actually know my friends are plotting against me, I hold them in general suspicion only.

But as long as I'm linking to Penny Arcade, I should probably get along and write that bit about sequels. The thing about sequels is that they're never as good as the original. The thing about that statement though, is it's not strictly true. At one point I suggested we have a "Disappointing Sequel Movie Night". It was (correctly) pointed out to me that that's a horrible idea. So I spent some time considering the converse question, how many sequels didn't suck, and are there enough to fill up a movie night? Right now, I can only name two off the top of my head; Terminator II and The Road Warrior.

Actually, the greatest sequel ever has to be Paint the Line 2. It has all the right elements, and it doesn't burden you down with any more plot than is actually necessary.

It's a little bit different in games. The movie experience is pretty well laid out, you passively participate in the medium. In a game, you have to interact with the medium, and there are ways to make the interactions easier. Let me give you a couple examples.

Fallout and Fallout II basically have the same plot; get the MacGuffin or everyone you know and love will die. And then save the world, or they'll die anyway. And they have the same basic interface. But in between games they smoothed it out a bit. The inventory in both games is arranged in a vertical stack of icons, about six fitting on your screen at once. In the original, if you get a new item, it goes to the bottom of the stack. So let's say you loot a leather jacket (conveniently with only one sleeve). You want to equip it right away, so you go into your inventory, scroll past your backup gun, ammo, your caps, and the various drugs you've been saving to barter with (no weight, high value, good looting), and finally get to equip your new jacket. In the second game, the item automatically goes to the top of your inventory, so you just click into the inventory and equip it without all the needless scrolling. Or again, in the first game you could only select stacks of items up to 999 units. If you're trying to sell high level weapons to the gun runners you're selling for a couple thousand caps at a time, so you've got to move multiple units of 999 caps over. In Fallout II they moved the number up to 99999, so I've never had the issue come up. In Fallout Tactics they took it a step further, and allowed you a keypad so you could just type the number in.

In Fallout I you had a "Tell me about" option, that would let you type in a subject for an NPC to discourse upon. This had all the fun of a text adventure game and frustratedly thinking up synonyms in an attempt to get the one the game developer put in. Generally you'd get a "sorry, no clue" answer even when asking about subjects the NPC might know about; surely this guy in the cathedral has an opinion about the Hub, but no, nothing. Mercifully, in latter games, they cut out the mechanic entirely.

In Fallouts I and II ammo came in clumps of 2o or 24 rounds, with each clump weighing one pound, rounded up. Your weapon unloaded weighs a pound less than your weapon loaded. So if you take out a bunch of raiders and you're carrying a dozen of their hunting rifles, you want to go into your inventory and empty each individual clip; the ammo will form into clumps and you'll gain a couple pounds of carry weight just like that. It also makes for easier trading later on. When they made Tactics, though, they had guns unload automatically as soon as they hit your inventory. Much more convenient that way; the unloading process was sort of unweildy. They also split ammo down to a single cartridge per unit, so you could move it around on a bullet by bullet basis. Again, with the keypad arrangement there too to simplify matters.

Fallouts III and New Vegas also unload weapons as soon as they hit the inventory. But the main point, and the reason I'm posting this now, is that in upgrading to the sequel, they also polished the game. Most notably, in Fallout III you would get skill or attribute checks that allow you different dialogue options. They'd only show up if you met the criteria. In New Vegas, they show you that there's a check to be made even if you don't meet the criteria; that is, you can take a dialogue option along those ways but you'll end up putting your foot in your mouth. This interacts well with the temporary skill boost books they implemented in that game, but more importantly it lets you know what to do to get the most out of the game. "I should come back here later, after a level or two." Or "Ooh, I should play through as a high explosives character to see what happens when I say something here..."

You know what? Why am I blogging here when I could be finding out the answer to that question?

Friday, June 17, 2011

Hardcore Plundering

So, I finished Fallout: New Vegas last night.

"Finished" in that I made it all the way through the main plot line. Still a number of places I want to explore, and definitely a number of other factions I want to align with, if only in future games. For my first play through, I did it entirely in hardcore.

Hardcore means a couple of things:
Ammunition has weight
you have to watch your hunger, thirst and sleep deprivation
it's harder to heal damage to your limbs
You get a reward at the very end for playing it through strictly this way.

I have strong views on looting. When I first got my hands on Fallout III I swore that I'd loot every single bent tin can in the wasteland. While I didn't meet that objective, I did loot a lot. Quite a lot. That should come as no surprise. But seeing as I've already stated objections to the sort of game that puts too many restrictions on looting, why did I willingly play the game in such a way that I'd be restricting my looting potential? Again, as I tend to object to upkeep in games, why did I play the game with the food/water requirements. Just last post I was complaining about having to refuel spaceships, how is this any different?

The first thing, and why I started playing the game in this manner is that I've got something to prove. I've been obsessed with the Fallout franchise for years. In high school I recall having friends call me up for help on difficult parts of Fallout II. I helped them, even quoting back dialogue options from memory. My brother started playing the game again recently, and sure enough I get a ring "How do you get on to the Westin Ranch?" (you bring proof to First Citizen Lynette of Vault City that the raiders were hired by Bishop, who is in turn acting at the behest of NCR. She sends a message to Westin, which gets you on the ranch.) I'm a pretty hardcore fan of the series, and sometimes you need to show it, by being more hardcore than the game.

Also, when I first heard about the hardcore option in New Vegas, the guy writing the article said that clearly ammo requirements would mean less looting. Sometimes you just gotta prove that guy wrong.

The other thing to note is, the requirements really weren't as onerous as perhaps I would have assumed. In the original Fallout games, ammo had weight. Weightless ammo was really nice when Bethesda introduced it, but I can get along without it. Also, the ammo doesn't weigh much even so. Flamer fuel in the original games weighed two pounds per unit, where in New Vegas it doesn't weigh much at all. Rockets in the previous games were three pounds per, where in this game it's only one and a half. Now, the fact that it weighed something meant I was constantly selling it off, and stashing excess micro fusion cells somewhere I could retrieve them. This leads to some problems, where I'm ambushed by folks in power armor and don't have any energy cells to arm my pulse rifle, but as it turns out plasma bolts to the face still work.

The game still had any number of things which didn't have weight, currency notably. By the end I was carting around 60,000+ bottle caps, two fifty stimpacks and forty super stimpacks, which didn't slow me down one iota. Not that great on the realism, but plenty good for the fun aspects.

The food and drink requirements weren't so onerous precisely because they dovetailed with the looting so well. In this game they scattered various plants across the wasteland which provide fruit or some such that gives you food and water. I loot them because hey, free stuff, I eat them because they have weight and drag me down, and they provide me with a benefit, keeping the starvation at bay. I often carried around Brahmin or Bighorn steaks because of the temporary +1 STR bonus.

Even so, for my next playthrough I'm not playing it hardcore. I did it, I proved that I can, and now I can get back to looting unimpaired. Besides, that bonus wasn't all that thrilling. I got to see the wacky credits.

Heh. Push the button, Frank.