{"id":2786,"date":"2010-12-02T16:04:53","date_gmt":"2010-12-02T16:04:53","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2786"},"modified":"2010-11-25T16:24:13","modified_gmt":"2010-11-25T16:24:13","slug":"wasteland-ventures-fallout-3-%e2%80%93-level-designing-for-skills","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/12\/wasteland-ventures-fallout-3-%e2%80%93-level-designing-for-skills\/","title":{"rendered":"Wasteland Ventures (Fallout) #3 \u2013 Level Designing For Skills"},"content":{"rendered":"

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In the previous post I wrote up a basic outline for <\/a>Fallout<\/a><\/em>‘s quests and modelled an example<\/a>. This time I want to build on some of the additional comments made about the skill system and level design. I want to see how the level design supports player freedom and facilitates interplay for the myriad of potential outcomes the player may take respective of their skillset.<\/p>\n

Unfortunately I could only find these teensy weensy map images to work with. Under each image is a link to a larger, blown-up version which may be a bit clearer.<\/p>\n

Gizmo’s Casino<\/h3>\n

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Key – Red dots: Guards, Green dot: locked door, 4 – location of Gizmo<\/em><\/p>\n

Lock Picking (Optional)<\/strong><\/span><\/p>\n

Prior to tackling this mission the player can talk to an NPC (I think it was Marcelles from the hotel) who informs the player that a hidden swag of goodies can be found in the room next to Gizmo. Sure enough they’re right. The room is positioned right next to Gizmo which places it off limits while Gizmo is present (otherwise he’ll bust you if you try to open it). Therefore, this piece of intel in conjunction with the position of the room adjacent to Gizmo persuade the player to overthrow Gizmo so that they can gain the supposedly worthwhile loot.<\/p>\n

On the other hand, if the player isn’t aware of this fact then the opportunity that arises for the player to lock pick the door upon removing Gizmo can be considered a form of interplay.<\/p>\n

Stealing and Dialogue (Folded Level Design)<\/span><\/strong><\/p>\n

The player can record Gizmo’s remarks by planting him with a bug using the steal function. If the player is caught trying to bug Gizmo, Izo (Gizmo’s private body guard) and the 2 goons will attack the player (interplay), folding the level design<\/a> as the player attempts to escape the casino alive. The folding also constitutes the risk\/reward factor.<\/p>\n

Combat (Customisable Difficulty)<\/span><\/strong><\/p>\n

The player can reduce the risk for failing to plant a bug or choosing the wrong dialogue option (both which turn the guards onto the player), attacking the guards in the first area and then luring out the Izo by Gizmo’s door. This strategy breaks down the combat into smaller chunks and can all be done without alerting Gizmo.<\/p>\n

Combat #2 (Pockets of Freedom)<\/span><\/strong><\/p>\n

The player can attack other customers in the casino without the guards caring (so long as they’re not involved). This can net the player some extra experience.<\/p>\n

Raider’s Camp<\/h3>\n