Deconstructing Fallout 3: Tenpenny Tower

2014-03-fallout-games-wallpaper

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.


TP 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.

Continue reading

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: Story Quests

2014-03-fallout-games-wallpaper

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

amata

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. However, 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.

Continue reading