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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The Interactivity Curve of Fallout: Shelter

Fallout Shelter Header

If you follow The Rad-Lands on Twitter, you might know I’ve been playing a lot of Fallout: Shelter recently. I find the game pretty intriguing. The art direction has a lot of charm, the gameplay is smooth and can be picked up in a few minutes, and it feels great to do whatever is necessary to earn a lunchbox. Although this game does a lot right, it also takes a few missteps. Rather than providing a consistent curve of player interaction, Fallout: Shelter suffers from peaks and valleys.

The majority of Fallout: Shelter is built upon waiting. You put dwellers into the right room and you wait. You send people out into the wasteland and you wait. What separates Fallout: Shelter from similar time-lapsing mobile games is the illusion of agency. Because new rooms are built instantly and there’s an emphasis on collecting better equipment, players feel like they’re doing more than they are. Although unlocking a new room feels interactive, it is really just the beginning of a new timer. Continue reading