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Defining (The) Fallout(s): Part 1
 
Defining (The) Fallout(s): Part 1 [ Community -> Editorial ]
Posted by King of Creation Thu 08 Feb 2007, 2:04 AM

Mismatch has written a new article for DAC readers. It's called "Defining (The) Fallout(s)." Here, you can find Part One of the two (or possibly three) part series. In it, Mismatch examins the core elements of the Fallout series, and how they might translate to other games. Here's a taste:

Let's face it. In recent years we have seen some of the worst cRPGs ever released with titles such as: Dungeon Siege 1 & 2, NWN2, Fable, KOTOR, KOTOR2 and Oblivion.

The cRPG genre game designers need to sit down and think things through. They will not be able to reach good sales figures by bribing gaming magazines for ever. One of these days they'll need to sit down and design a good game. So let's give 'em a hand.

This article will not discuss things so obvious that even a child should grasp them, like: that characters skills determine sucess, not the players mouse skills etc., etc. I will write this in (at least) two parts. Part one will pluck out the components of Fallout, while part two will analyze them. I may also build further upon these article, but then again, I may not be arsed.


Much of what is in here has already been established, and is old news to you. However this is an attempt to sum it up rather coherently.

On a side note, Mismatch now has his own weekly (or whever he feels like it) feature on DAC called "Mismatch's Corner."

Thanks for the great work, Mismatch.

Link: Defining (The) Fallout(s): Part 1

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