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I'm playing the original Fallout for the first time. The recent announcement of Fallout 4 spurred this decision, even though I've had the originals in my library for a while.

Anywho, I find the lack of direction... disturbing.

Normally, I enjoy a game that makes me hunt around a bit. Part of it being a game. But unless I'm missing something, the original Fallout gives you NO DIRECTION whatsoever.

I'm currently roaming around Junktown. My pipboy has an objective here to "Bring down the Skulz gang."

That's all fine and dandy... except I have no idea how to do that. Killian has no relevant dialog... I've spoken with all of the NPCs I can find in the area and they all have nothing to say.

I've apparently spoken to Vinnie at some point and accepted a quest from him because any time I try to speak with him he just says "Do you have it?" ... no... "Why are you wasting time then?"

And of course, I can't just kill the Skulz gang... because then all of the Junktown guards attack me on sight. Even if I don't actually go in blasting and just goad one of the gang members into attacking first... it's apparently my fault.

So as the title says, this is why old games suck sometimes. Little or not direction. Say way you will about "Follow", but I would much rather have a waypoint, or at least a damn mission journal that keeps track of objectives and what I'm supposed to be doing. I'm getting old... I can't always remember conversations I had with NPCs when I last played two days ago, you know?

/rant
I consider this one of the qualities of the game, there's no hand holding. You want to be rewarded with xp, without any effort? If you're stuck, keep trying.
If you have absolutely zero patience, use Per Jorner's guide.
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almabrds: I consider this one of the qualities of the game, there's no hand holding. You want to be rewarded with xp, without any effort? If you're stuck, keep trying.
If you have absolutely zero patience, use Per Jorner's guide.
Yes yes... I have a complaint about how the game gives you vague objectives and that means I want the game to play itself, right?

*yawn*

The point is, I really shouldn't have to read a guide just to have a clue of what the next objective is.

Not that this thread is going to change anything. I'm more or less just blowing off steam. Just some commentary on one of the things I really hope never returns to modern gaming.
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almabrds: I consider this one of the qualities of the game, there's no hand holding. You want to be rewarded with xp, without any effort? If you're stuck, keep trying.
If you have absolutely zero patience, use Per Jorner's guide.
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Telliks: Yes yes... I have a complaint about how the game gives you vague objectives and that means I want the game to play itself, right?

*yawn*

The point is, I really shouldn't have to read a guide just to have a clue of what the next objective is.

Not that this thread is going to change anything. I'm more or less just blowing off steam. Just some commentary on one of the things I really hope never returns to modern gaming.
If you're crying because of that, the game really isn't for you. Go back to your modern games. ;)
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almabrds: I consider this one of the qualities of the game, there's no hand holding. You want to be rewarded with xp, without any effort? If you're stuck, keep trying.
If you have absolutely zero patience, use Per Jorner's guide.
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Telliks: Yes yes... I have a complaint about how the game gives you vague objectives and that means I want the game to play itself, right?

*yawn*

The point is, I really shouldn't have to read a guide just to have a clue of what the next objective is.

Not that this thread is going to change anything. I'm more or less just blowing off steam. Just some commentary on one of the things I really hope never returns to modern gaming.
That is a problem with most modern games is the lack of adventure feel in most games. In fall out, you are a no body that struggles to survive in a harsh world, with decision power with immediate and future consequences. You have to explore the land, know the culture and inhabitants, be connected to the world to play. That is what makes it one of the best RPG's ever made, as the players are not being guided in a linear decision by the developers, making the world feeling more real.
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GabesterOne: That is a problem with most modern games is the lack of adventure feel in most games. In fall out, you are a no body that struggles to survive in a harsh world, with decision power with immediate and future consequences. You have to explore the land, know the culture and inhabitants, be connected to the world to play. That is what makes it one of the best RPG's ever made, as the players are not being guided in a linear decision by the developers, making the world feeling more real.
One of the best RPGs ever made?

lol no.

There's a reason why games have only ever improved in this aspect. You can call it dumbing the game down or whatever else you want, but the simple truth is that giving a vague objective and not even pointing you in a general direction is poor design. Most people don't wish to run around in circles until they happen to find the right NPC or until they happen to stand on the one pixel that triggers an event and allows them to move forward with the quest they're trying to complete. There's a reason why traditional adventure games ceased to exist for over a decade and were only brought back when Telltale came along and figured out how to generate interest again.

Let me explain it another way...

The game starts out fine. You need to find the water chip. Fantastic. Go to vault 15? Okay. Once you get there, it tells you that you need a rope to descend the broken elevator shaft. Wonderful. It doesn't tell you where to find a rope... but it DOES tell you that you need one to progress. And if you go back there because you forget, the game will tell you again. That's decent design.

Meanwhile... "Bust the Skulz gang."

Take the rose-tinted glasses off for a second and look at the game for what it is.
Post edited June 05, 2015 by Telliks
Hard to believe this is something that bothers you so much, because there's this thing called walkthrough, that you can use when you're stuck in a game (Here you can read about Bust the Skulz quest).
You can even watch someone playing Fallout in YouTube, if you don't want to read.
It's like getting pissed because you're lost in the city, but there's a map in perfect conditions in your pocket.
Post edited June 05, 2015 by almabrds
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Telliks: The point is, I really shouldn't have to read a guide just to have a clue of what the next objective is.

Not that this thread is going to change anything. I'm more or less just blowing off steam. Just some commentary on one of the things I really hope never returns to modern gaming.
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GabesterOne: That is a problem with most modern games is the lack of adventure feel in most games. In fall out, you are a no body that struggles to survive in a harsh world, with decision power with immediate and future consequences. You have to explore the land, know the culture and inhabitants, be connected to the world to play. That is what makes it one of the best RPG's ever made, as the players are not being guided in a linear decision by the developers, making the world feeling more real.
Agree 100% with this!

I personally hate it when games flash objectives and waypoints in your face, with a big fat arrow showing you exactly where you "should" be going.

In general, games like Fallout do show you what your current objectives are though - generally they appear in your pip-boy so you don't forget them (which is good), and naturally locations on the map are revealed when people tell you about them (also good).

This isn't always consistent in the Fallout games though, so I agree that if they're going to put some objectives in your pip-boy, then they should probably put all of them in there. And I also agree that if someone gave you an objective to complete, you should either have a record of this in your pip-boy and/or you should be able to get the info again by asking the character.
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almabrds: Hard to believe this is something that bothers you so much, because there's this thing called walkthrough, that you can use when you're stuck in a game (Here you can read about Bust the Skulz quest).
You can even watch someone playing Fallout in YouTube, if you don't want to read.
It's like getting pissed because you're lost in the city, but there's a map in perfect conditions in your pocket.
You're missing the point entirely. I know that I can just look it up online. Anyone who isn't an idiot should know that. That's not the issue at all.

I'm just pointing out why I dislike playing some older games at times. Because I don't LIKE looking stuff up online and reading guides. I haven't purchased a strategy guide for a game in well over 15 years, and it has nothing to do with the fact that you've been able to find the info for pretty much every game online for over ten.
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squid830: Agree 100% with this!

I personally hate it when games flash objectives and waypoints in your face, with a big fat arrow showing you exactly where you "should" be going.

In general, games like Fallout do show you what your current objectives are though - generally they appear in your pip-boy so you don't forget them (which is good), and naturally locations on the map are revealed when people tell you about them (also good).

This isn't always consistent in the Fallout games though, so I agree that if they're going to put some objectives in your pip-boy, then they should probably put all of them in there. And I also agree that if someone gave you an objective to complete, you should either have a record of this in your pip-boy and/or you should be able to get the info again by asking the character.
Thank you. You understand what I'm saying. At least with the main quest, there are recordings and such in your pipboy that can point you in the proper direction. You're free to re-watch the Overseer briefing, which will point you to Vault 15, which you can explore again if you're forgotten the fact that you needed a rope to access the lower levels.

But there are some quests that just have little or no direction at all. And the fact that NPCs don't seem to repeat quest-related dialog a lot of times can be frustrating.
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Telliks: Because I don't LIKE looking stuff up online and reading guides.
It's good you're just blowing off steam, because if you were actually trying to claim that something is wrong with Fallout based on the arguments you've made, you would have zero chance of persuading anyone. If anything you're providing ammunition for the notion that games have regressed, because people who become accustomed to being led by the hand all the time can't handle the slightest difficulty posed by older games.

There's an alternative to looking up a guide to get an answer: take a break from playing for a time, think about things you might try in order to achieve your goal, then come back later and try them. Or you could just skip the Skulz. Or you could murder everyone. Fallout is non-linear, so it's not like you have to do things in order A-B-C-D. In fact there are only a couple of things you actually have to do at all.

There's really no "solution" to most of the quests you get. What you ought to be doing is asking, "What would my character do in this situation?" If he's a thief, trying using sneaking and stealing to solve your problems. If he's a scientist, try using his knowledge to solve your problems. If he's a dim-wit, maybe you'll have to try something else. The goal is not to "solve" every "quest" your given, but to play the role of your character.
Post edited June 06, 2015 by UniversalWolf
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UniversalWolf: It's good you're just blowing off steam, because if you were actually trying to claim that something is wrong with Fallout based on the arguments you've made, you would have zero chance of persuading anyone. If anything you're providing ammunition for the notion that games have regressed, because people who become accustomed to being led by the hand all the time can't handle the slightest difficulty posed by older games.

There's an alternative to looking up a guide to get an answer: take a break from playing for a time, think about things you might try in order to achieve your goal, then come back later and try them. Or you could just skip the Skulz. Or you could murder everyone. Fallout is non-linear, so it's not like you have to do things in order A-B-C-D. In fact there are only a couple of things you actually have to do at all.

There's really no "solution" to most of the quests you get. What you ought to be doing is asking, "What would my character do in this situation?" If he's a thief, trying using sneaking and stealing to solve your problems. If he's a scientist, try using his knowledge to solve your problems. If he's a dim-wit, maybe you'll have to try something else. The goal is not to "solve" every "quest" your given, but to play the role of your character.
You're right. I probably would have little chance of persuading anyone who has an inferiority complex that causes them to develop an elitist, holier-than-thou attitude when confronted with the news that something they think is "amazing" might just be "pretty good".

It amazes me how many times I can explain that your kind of argument is not related to the point I'm making here at all. It also amazes me how I can repeat myself over and over again in replies and some people still refuse to see what they don't want to see simply based o. incorrect assumptions about who they're speaking to.

Though I guess the mistake is my own, truly. I can admit that. I should have known that posting a mild rant about the annoyance of the lack of direction in some older titles would only be met by undying opposition from nostalgia-blinded fans shouting "It's not poor design! It's a feature!" instead of facing the harsh reality that "hey, maybe that game I love so much has some stupid design aspects to it", as if admitting it will somehow lessen your own experience with the media in question.

As for what my character would be doing in the situation, he'd probably be talking to the person who gave him the job in order to get some suggestions on how to complete it. But of course, that option doesn't actually exist in the case in question...
Post edited June 06, 2015 by Telliks
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Telliks: I'm playing the original Fallout for the first time. The recent announcement of Fallout 4 spurred this decision, even though I've had the originals in my library for a while.

Anywho, I find the lack of direction... disturbing.

Normally, I enjoy a game that makes me hunt around a bit. Part of it being a game. But unless I'm missing something, the original Fallout gives you NO DIRECTION whatsoever.

I'm currently roaming around Junktown. My pipboy has an objective here to "Bring down the Skulz gang."

That's all fine and dandy... except I have no idea how to do that. Killian has no relevant dialog... I've spoken with all of the NPCs I can find in the area and they all have nothing to say.

I've apparently spoken to Vinnie at some point and accepted a quest from him because any time I try to speak with him he just says "Do you have it?" ... no... "Why are you wasting time then?"

And of course, I can't just kill the Skulz gang... because then all of the Junktown guards attack me on sight. Even if I don't actually go in blasting and just goad one of the gang members into attacking first... it's apparently my fault.

So as the title says, this is why old games suck sometimes. Little or not direction. Say way you will about "Follow", but I would much rather have a waypoint, or at least a damn mission journal that keeps track of objectives and what I'm supposed to be doing. I'm getting old... I can't always remember conversations I had with NPCs when I last played two days ago, you know?

/rant
The whole GD point is that you don't know WTF anything is or where anything is or anything because you are a vault-dweller sent into the radiated wastes. Overseer pretty much send you out there like "hah! Good luck making your way/not dying! we're FUCKED" attitude. So, embrace it, play it, be patient, and it will probably grow on you. You will learn the things, discover the things. Make a lot of save games. Explore. Talk to everyone. HAVE FUN!
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Telliks: I'm playing the original Fallout for the first time. The recent announcement of Fallout 4 spurred this decision, even though I've had the originals in my library for a while.

Anywho, I find the lack of direction... disturbing.

Normally, I enjoy a game that makes me hunt around a bit. Part of it being a game. But unless I'm missing something, the original Fallout gives you NO DIRECTION whatsoever.

I'm currently roaming around Junktown. My pipboy has an objective here to "Bring down the Skulz gang."

That's all fine and dandy... except I have no idea how to do that. Killian has no relevant dialog... I've spoken with all of the NPCs I can find in the area and they all have nothing to say.

I've apparently spoken to Vinnie at some point and accepted a quest from him because any time I try to speak with him he just says "Do you have it?" ... no... "Why are you wasting time then?"

And of course, I can't just kill the Skulz gang... because then all of the Junktown guards attack me on sight. Even if I don't actually go in blasting and just goad one of the gang members into attacking first... it's apparently my fault.

So as the title says, this is why old games suck sometimes. Little or not direction. Say way you will about "Follow", but I would much rather have a waypoint, or at least a damn mission journal that keeps track of objectives and what I'm supposed to be doing. I'm getting old... I can't always remember conversations I had with NPCs when I last played two days ago, you know?

/rant
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drealmer7: The whole GD point is that you don't know WTF anything is or where anything is or anything because you are a vault-dweller sent into the radiated wastes. Overseer pretty much send you out there like "hah! Good luck making your way/not dying! we're FUCKED" attitude. So, embrace it, play it, be patient, and it will probably grow on you. You will learn the things, discover the things. Make a lot of save games. Explore. Talk to everyone. HAVE FUN!
Actually the part about "making a lot of save games" is probably the best advice for any old game that does this kind of thing, e.g. have characters only state once what they want you to do, with no chance of going back later to refresh your memory.

I tend to make a "major" save when I arrive at a town. Then if I think I may have missed something (e.g. skipped over dialog, handled something really badly, accidentally aggroed the map, etc.) I can just reload and redo it from the top.

Also handy because there are a number of conversations where you get one shot at a reply, and you could potentially lock yourself out of a quest (or quest path) by your choice of answer. This is made more annoying in Fallout since although likelihood of succeeding with some responses is based on your stats, there is generally some random element to it as well. I think they improved this in F2 a bit...
I actually have to agree with this. There's a difference between not holding your hand and obfuscating vital information for the sake of being vague, and Falliout 1 is extremely guilty of the latter. It's why I got to Necropolis before quitting because I had no idea what I was supposed to do (I had already wandered around for around an hour searching for things). And it's only by pure luck I managed to get even that far (I was looking for stim-packs, stumbled upon guy with rope).

I'm not looking for a giant flashing arrow, but I would like a nice wide cone that says "Somewhere in this direction" instead of the giant circle that is "MAYBE IT'S SOMEWHERE IN THE VICINITY OF THE EARTH!". Hell, let me ask some guy where I can buy a rope. At least then I won't run around for two IRL hours looking for something I'll never find.

There is a lot of fanboy (Not neccecarilly bad) nostalgia around F1. The industry has had quite a few advancements since then. For one example, the entirely roundabout un-intuitive UI with no explanation whatsoever. I'd rate that thing a 4/Dwarf Fortress.
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Tankman101: I actually have to agree with this. There's a difference between not holding your hand and obfuscating vital information for the sake of being vague, and Falliout 1 is extremely guilty of the latter. It's why I got to Necropolis before quitting because I had no idea what I was supposed to do (I had already wandered around for around an hour searching for things). And it's only by pure luck I managed to get even that far (I was looking for stim-packs, stumbled upon guy with rope).

I'm not looking for a giant flashing arrow, but I would like a nice wide cone that says "Somewhere in this direction" instead of the giant circle that is "MAYBE IT'S SOMEWHERE IN THE VICINITY OF THE EARTH!". Hell, let me ask some guy where I can buy a rope. At least then I won't run around for two IRL hours looking for something I'll never find.

There is a lot of fanboy (Not neccecarilly bad) nostalgia around F1. The industry has had quite a few advancements since then. For one example, the entirely roundabout un-intuitive UI with no explanation whatsoever. I'd rate that thing a 4/Dwarf Fortress.
Nah, you're just used to being hand-held, used to super-convenience, used to easy. Hundreds of thousands of people have played Fallout 1 with no issues. You're just playing it wrong and not able to handle what it has to offer. You also might want to try reading the manual. It's really the truth.
Post edited June 06, 2015 by drealmer7