Player Agency and 60 Seconds!

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We previously looked at 60 Seconds!, a game I described as a combination between a point and click adventure and a sticker book. I criticized the game for being based around discovering random events, but not having enough to avoid repeating them in a single session. You’ll see the same few events over and over and over again, the only difference being whether or not you have the item needed to succeed. The more I thought about this element of game design, the more I thought that I had seen it before. Today, we’ll pitch the event-based gameplay of 60 Seconds! against two games with different settings, but similar design.

Repetition in 60 Seconds! was bound to happen as a consequence of basing the gameplay entirely around a limited number of events. You’ll get a note saying “we should have taken that trip to Nevada” 10-20 times per game. After two years of DLC, 60 Seconds! only has 40-50 events. However, I want to look at another 2015 title which has more in common with 60 Seconds! than anyone might initially suspect.

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60 Seconds! – Revisited

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I originally bought 60 Seconds! when it first came out, back in the summer of 2015. After about two hours of play, I requested a refund. However, after hearing that the developers put a lot of work into upgrading and balancing the game, I was willing to give it another try. Unfortunately, 60 Seconds! did not age like a fine wine, but rather like a discarded hunk of smoldering cheese left at the bottom of a radioactive crater.

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Deconstructing Fallout 3: Difficulty Curve

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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.


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Fog of war stifles exploration and strongly encourages player to discover locations through dialogue

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

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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.


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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

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.


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Andale is a microcosm of lazy game design. 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

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 continue this series by slowing down and looking at one particular side quest.


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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

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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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