@setsneedtofeed@beehaw.org avatar

setsneedtofeed

@setsneedtofeed@beehaw.org

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

setsneedtofeed,
@setsneedtofeed@beehaw.org avatar

Both games do environmental storytelling, but with vastly different goals.

Obsidian approach is very constantly supporting a consistent tone and overarching setting. It is more desolate and feels more desolate because that’s what a lot of these in-between little areas are supposed to be. But the details in each area that are there so tell a story about what the area is like and how it function, they give a history to what you are seeing but it often isn’t over the top and full of little cute mini-stories you can follow. It isn’t bad storytelling, it’s telling a story you’re not into.

The Bethesda approach is often much more varied. Each settlement or location can have all these environmental stories, often will little miniature running plots. The variety extends to tone, and type of story. This does come at the expense of some coherence if you step back and start putting a critical eye to everything as a whole.

They are trying to give players different experiences. FNV a player can travel through a bleak desert, maybe only with hostile encounters as the Jungle Jangle radio plays until they finally hit a settlement and it feels like an actual refuge from the sun and rad scorpions to the player. The desolation builds that. Fallout 3 and especially 4 don’t want the player getting bored, so there is something interesting and different every ten feet to check out.

I suppose it says a lot about me that my Fallout 4 modlist turns the world into an extremely dangerous, ghoul filled place with dark nights, and rad storms. All of which makes travel on the overworld terrifying, and settlements feel extra secure in contrast.

setsneedtofeed,
@setsneedtofeed@beehaw.org avatar

The atmosphere, taken moment to moment, or at individual locations was good. The coherency of the explanations behind a lot of things and the coherency of the world as a whole was pretty disjointed.

setsneedtofeed, (edited )
@setsneedtofeed@beehaw.org avatar

Designing coherent spaces is useful for game world designers to think about, but it could have been 5 minutes long and gotten the point across.

How are you feeling right now (gaming-wise)?

I should probably go to bed at this point. I typed up a short story of my arduous attempts at defending an outpost in the STALKER modpack GAMMA and how my game crashed when I turned in the quest. Sent off that post and woe-is-me, the entire text didn’t get submitted and I didn’t have it saved in copy-paste. It’s just so...

setsneedtofeed,
@setsneedtofeed@beehaw.org avatar

I’m kind of in a spur of playing or replaying older games. Replayed Fallout 1 recently and I’m doing a low intelligence build for the first time ever.

Debating playing VTM Bloodlines or the original Deus Ex, because this is a sin- I’ve never played either.

setsneedtofeed,
@setsneedtofeed@beehaw.org avatar

So far I am locked out of the Killian/Gizmo quest because both characters think I’m too dumb and dismiss me.

And big problem: I’m too stupid to use a slot machine. I had planned on using gambling as my money maker so this is a problem. Even with Mentats I’m still too dumb to gamble.

I’ve been painting tabletop wargame figures with dollar store paints and want to gauge if there’s interest in posting a step by step for painting on a budget (beehaw.org)

Like the title says, I’ve been painting figures with cheap dollar store craft paints (and a few other cheap materials) rather than “proper” hobby paints. Gauging if there is interest among people who might want to try mini painting but are intimidated by price or the idea of complexity....

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