Deconstructing Fallout 3: Difficulty Curve

Deconstructing Fallout 3


Fallout World Map

From a design perspective, one of Fallout 3’s biggest hurdles was managing the difficulty curve in an open world. Fallout and Fallout 2 addressed this by placing Vault 13 and Arroyo in the far north while crafting a narrative that relied on unlocking the location of new, more difficult settlements. In terms of structure, these games also benefited from a timer, discouraging players from exploring the vacant wasteland in favor of following the story.

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Deconstructing Fallout 3: Tenpenny Tower

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements.


Fallout Tenpenny Tower

You know what? “Tenpenny Tower” is a good quest. It’s well structured, it’s got some great roleplaying options to expand your character, and it has three major endings, each of which has a noticeable impact on a prominent trading hub. Unfortunately, the entire quest falls apart after it has been completed.

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Tales from the Whatpad: Fallout Survivor

Wasteland legend tells of a tumbling pad of pallid paper filled with horrors beyond comprehension and meaning. Those who stumble across this legendary “Whatpad” rarely live to tell the tale…

“Tales from the Whatpad” is an dramatic reading of terrible post-apocalyptic fan fiction.

Fallout Survivor: www.fanfiction.net/s/12353653/1/Fallout-Survivor
Music by: www.bensound.com/

Deconstructing Fallout 3: Andale

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements.


Fallout Cannibal

Andale is a microcosm of bad game design, bad story telling, and bad worldbuilding. The settlement’s associated quest,Our Little Secret, feels like a scene from a hat. It’s a neat idea, but it’s not developed enough to become anything interesting.

The quest begins when you walk a short ways south from Fort Independence. You’ll find three houses and a child playing outdoors. The child tells you he never has a chance to talk to new people because his dad always takes care of them. You’ll then meet an old man who claims the town’s other residents are crazy. If you talk to those other residents, you’ll find out they’re all related and believe they still live in Virginia.

Andale doesn’t exactly make sense in this context. The lore goes that four families (now a single family divided into two houses) have been living on this bombed street for 200 years. This is another microcosm of bad writing and bad game design.
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Deconstructing Fallout 3: The Power of the Atom

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements. We’ll continue this series by slowing down and looking at one particular side quest.


latestThe Power of the Atomlatest

“The Power of the Atom” is the first side quest of Fallout 3. Arriving in the game’s first town, the player is tasked with either detonating or diffusing an atomic bomb. This quest makes a strong statement in setting the stakes as high as possible right out of the tutorial.

I want to break this quest down into four sections.

  • Gameplay
  • Moral Choice
  • Burke
  • Improvement

Megaton Church

Gameplay

The gameplay of this quest has some strong points geared toward low level players. Destroying the town requires zero skills. You simply apply the pulse charge and run away.
Disabling the bomb only requires an explosives skill of 25, but the game knows players might not want to invest their precious points in an underutilized skill. For that reason, an unmarked side quest is expertly crafted into this scenario.

Someone in Megaton has a drug problem. By learning of their issue (through several different options), the player can help the settler solve their addiction. In exchange, the player gets access to a drug stash. The stash contains mentats, which raises perception, which raises the explosives skill. This is a fantastic (and rare) mix of marked and unmarked quests which also teaches the player about addiction as a gameplay mechanic.

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Deconstructing Fallout 3: Story Quests

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements. We’ll start with the story quests.


Story Quests

Fallout 3 Escape

Escape! This mission is similar to killing tunnel rats in the original Fallout. It’s a simple way to teach players about combat, choices, and unlock mini-games in a tight environment.

I think there was a lot of missed opportunity in this quest. There’s no opportunity to sneak around enemies as their bodies physically block the exits. There’s no opportunity to barter with the security guards. The Lone Wanderer must kill (or possibly flee) people he’s known for 18 years without a second thought.

The options outside of the combat are pretty weak as well. Both the key and terminal password to the Overseer’s office can be collected without so much as a speech check.  The reason I consider that an issue is because, in the main game, keys (and especially computer passwords) aren’t commonly found. They’re usually stolen or they don’t exist. In this one quest, arguably the most important quest for teaching the player how to move through the world, the player is not required to play either of the unlock mini-games.

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Radiation as a Gameplay Mechanic

fallout-radiation-suit

You can’t have a post-nuclear setting without radiation. Many films overlook this crucial aspect or at most offer a token Geiger counter scene (She Wolves of the Wasteland). This is largely because radiation cannot be seen, felt, or heard. Generally, special equipment is required to detect the presence of radiation. While this element of world building is often overlooked in film, radiation serves as an important gameplay mechanic in the majority of post-nuclear video games. However, with gamification comes new challenges. Radiation typically does not kill outright. Even several lethal doses will not result in immediate death. Therefore, because radiation attacks the body slowly, game developers have approached this mechanic in a variety of ways.

To further explore this mechanic, we’ll be analyzing three game series that make extensive use of radiation.

  1. Metro 2033
  2. S.T.A.L.K.E.R.
  3. Fallout

metro-2033-mushrooms

The Geiger counter in Metro 2033 is primarily used for immersive world building. Small set pieces such as bioluminescent mushrooms or pools of bubbling green slime will cause the Geiger counter to tick. These pockets of radiation are mostly harmless, though Artyom can die if he stands in a hotspot for a few minutes. Although subtle, this gameplay mechanic immerses the player into the setting. Without radiation, the world of Metro 2033 could be mistaken for a sci-fi setting similar to Gears of War, especially since Moscow’s surface is considered poisonous rather than radioactive. This is why so many post-apocalyptic movies have an obligatory Geiger counter scene: it puts the audience in a survivalist mindset. The Metro games take this a step further, subtly reminding the player that the world above the tunnels is not like the world in the postcards.

stalker-wallpaper

Though technically not post-nuclear, fans of the S.T.A.L.K.E.R. franchise are constantly aware of their radiation exposure. Contrary to a handful of contaminated puddles and mushrooms in post-nuclear Moscow, the Zone is positively covered with fields of radiation. Players who wander into these hot spots will find their vision distorted by grey TV static.

Radiation damage is pretty simple: the more radiation you’ve absorbed, the faster your health decreases. Radiation can be removed either with a radiation absorbing artifact or a dose of anti-rad. Because artifacts drain radiation slowly and anti-rad is somewhat rare, players are forced to respond quickly after absorbing deadly amounts of radiation.

Stalker loner patch

Although the Zone’s radioactive hotspots (and anomalies) seem like a nuisance, they actually encourage exploration. Artifact hunting aside, anomalies and pockets of radiation act as landmines, encouraging the player to take the long way (usually ending up at a lootable location), rather than risk wasting resources or instant death.

Moreover, S.T.A.L.K.E.R. encourages a high risk/ high reward style of gameplay when dealing with artifacts. Although artifacts grant stalkers special abilities, they also emit deadly amounts of radiation. Before obtaining high tier anti-radiation artifacts, players will occasionally be forced to balance their health, elemental resistance, carry weight, and radiation levels. Having artifacts emit radiation was a brilliant idea and one that makes the S.T.A.L.K.E.R. series all the more satisfying and rewarding.

fallout radiation

Finally, there’s the Fallout franchise. Radiation sickness has been a gameplay mechanic since the first Fallout, but it originally didn’t effect much. In the first game, there were only two ways to get irradiated: Get smacked by a glowing one or wander into The Glow.

Fallout The Glow

The original Fallout has the most complex take on radiation sickness, requiring a chart to fully understand what it does. Every part of the character is effected: HP, healing, and SPECIAL (with skills as a result). If either HP or any S.P.E.C.I.A.L. attribute drops to zero because of radiation sickness, the character will die. However, as I said previously, I don’t think radiation was used to its full potential in  the original Fallout. Two doses of Rad-X makes the player completely immune to radiation, giving them 24 hours to explore The Glow without worrying about any side effects. Even if the player took a few points of radiation damage on arrival, they can use a single Rad-Away to instantly cure themselves. Allowing the player to reach 100% radiation resistance detracted from the danger of The Glow as the lore (and environment) shows that even Brotherhood Paladins have died due to the intense radiation exposure.

Fallout-nuclear-anomoly

Fallout 3 streamlined the mechanic of radiation sickness. Instead of effecting several variables, radiation sickness only lowers endurance (at minor sickness), agility (at advanced sickness), strength (at critical sickness) and finally caused death at 1000 rads. Additionally, radiation was far more present in Fallout 3 than previous games in the franchise. The Lone Wanderer could not eat or drink  without absorbing at least a few rads. Additionally, radiation resistance was capped at 85%, making it challenging to approach areas like Vault 87.

As a side note, rads are a real (if outdated) unit of measuring radiation. 1000 rads delivered in a short period of time will usually cause death.

With Fallout 3 and New Vegas came special perks associated with radiation sickness.  These perks are often overlooked as the majority of players want to keep their rads as low as possible. However, the brave few who uses these bonuses will find their gameplay dramatically shifts toward min-maxing.

  • Rad Regeneration: Offers the player free healing of crippled limbs in exchange for advanced radiation sickness (-2 EN, -1 AG). This perk comes free with the “Wasteland Survival Guide” quest, but is lackluster compared to admantium skeleton, which decreases limb damage by 50%. Perhaps this perk was ahead of its time. It would have been great for survival mode in New Vegas (as rare doctors bags are required to heal limbs), but in a game where a single stimpack instantly heals crippled limbs, this is a useless perk.
  • Rad Child: This perk is where high risk/high reward shines through. Each level of radiation sickness increases health regeneration. In exchange for minor radiation sickness (-1 EN), player are treated to +2 health per second. At advanced sickness, players receive +4 health per second. Again, this is often overlooked simply because it relies on radiation, which brings S.P.E.C.I.A.L. penalties. However, by utilizing Wasteland outfits (which provide +1 EN, +1 AG) the effects of advanced sickness are practically nullified, while the Courier still benefits from extreme HP regeneration. While this perk should bring a lot of risk, it actually provides far more protection than power armor or a higher damage threshold while still allowing players to travel at maximum speed.
  • ATOMIC: This perk grants players a faster run speed, +2 strength, and +2 damage threshold while being irradiated. Additionally, action points regenerate much faster based on level of radiation sickness. This synergizes amazingly well with Rad Child. The challenge is that the best parts of the perk are only available while being irradiated. Luckily, New Vegas has coyote steaks, which irradiate the player over time and whose effects stack. If the Courier should buy coyote steaks at every opportunity, they will become more powerful than any wastelander could possibly imagine.

Although overlooked, New Vegas’ radiation perks are definitely worth the penalties they bring, especially when combined with wasteland outfits and the Travel Light perk.

Fallout-rad-child

Most recently, there is Fallout 4 and Fallout: Shelter where the mechanic of radiation sickness was streamlined once again. Radiation sickness now merely reduces maximum health by 1% per 10 rads (making 1000 rads still lethal). This eliminates the complexities of the S.P.E.C.I.A.L. system as a whole and reduces roleplaying opportunities.

At a first glance Fallout 4 seems like it moved away from the aspect of radioactivity. Although the game moved away from player interaction with radiation, it expanded on NPC interaction in the form of weapons that utilize radiation damage. These weapons reduce the max health of an enemy, making it more difficult (if not impossible) for them to heal. What’s interesting in this new gameplay element is that some enemies are immune to radiation while others are highly resistant. This is a big shift from Fallout 3, where all NPCs were immune to radiation and could approach the door of Vault 87 without any trouble.

Fallout-gamma-gun

Overall, each game (even within the same franchise) deals with radiation differently. It’s a difficult feature to include in a game and it’s even harder to get right. There’s no right or wrong answer to the inclusion of radiation sickness in a video game or movie. Metro 2033 uses radiation merely to set the tone, while S.T.A.L.K.E.R. uses radiation to make players think about resource management and navigation, and the gameplay mechanics of the Fallout franchise continue to mutate in entirely new directions. Radiation is a necessary part of the post-nuclear atmosphere and I hope game developers continue to experiment with this genre specific gameplay mechanic.

Duke Nukem Logo

How would you like to see radioactivity and radiation sickness used in video games?  Tell us in the comments!