<\/a><\/p>\nFallout<\/em>, as an exploration game, is faced with balancing the realism of the locations and the obligations of exploration. These two elements ought to be considered here. Firstly, each individual player has their own degree of committal to exploration in a given game. Some players choose to leave no rock unturned, other players aren’t honestly all that fussed about leaving areas unchecked. Secondly, in order for many of the environments to be contextually appropriate, they need a fair degree of furnishings. Take, for example, the Brotherhood of Steel stronghold. For this area to be a stronghold, it needs its fair share of rooms, lockers, beds, toilets and so forth. If the stronghold didn’t have enough of these things, then it could hardly be a believable stronghold, now could it? Since the furnishings can all be checked for hidden loot and may<\/em> contain rare, secret goodies, obsessive explorers are unwittingly baited into mindlessly scanning every part of the environment and so ensues a grind. Now, let’s remember that this is a ramification of using interactive assets as window dressing for environments.<\/p>\n<\/embed><\/object><\/p>\nAnd thus we enter discussion on the whole skinner box debate, which is really a debate about the size and frequency of rewards in game and how it affects play behaviour. Fallout<\/em> falls on the high frequency, small reward end of the scale, while, my go-to comparison game, Super Metroid<\/em>, falls closer to the opposite end of the spectrum. In Fallout<\/em>, players that explore often are rewarded frequently, but only in pint-sized doses. Occasionally, players will stumble on an incredible reward, in turn rationalising the need for these players to explore everywhere. This design obviously fuels an obsessive compulsive approach to play. Fortunately, there aren’t terribly many incredible bounties strewn around the place, so the skinner box effect that I just outlined isn’t all that<\/em> potent, albeit still present. In Super Metroid <\/em>the rewards are fewer, but more significant and require more sophisticated play behaviour to obtain (keen observation and problem solving skills).<\/p>\nThere’s a separate argument to be had over whether interactive elements of a game which don’t yield any significant contribution to the gameplay ought to be included in the game at all. After all, if they don’t create counterpoint or interplay with the core mechanics then is there really any need for them? Yet if they weren’t there, then would there be all that much credibility to the environment? A solution depends on where you stand on this argument.<\/p>\n
Repair: <\/strong>Possible ideas for repair include making all window dressing non-interactive, removing all rewards strewn throughout the window dressing in set areas to indicate that an area is free of rewards (a clear distinction between these areas must be made, otherwise players will be confused and ultimately explore less) or just reducing the size of the areas and therefore reward granting elements.<\/p>\nEach of these solutions has its own issues. Removing all interactivity from window dressing would make the environment feel lifeless. Having fixed areas where exploring the environment yields rewards and other times doesn’t would diminish the player’s trust in the game world and encourage them to abstain from exploring. Reducing the size of each environment would make the game, by appearances, seem less epic.<\/p>\n
Conclusion<\/h3>\n Fallout’<\/em>s poorly designed interface for inventory management, the amount of needless walking and compulsiveness to grind for loot all dwell on the overall experience as types of grind. For now, this concludes my writing on Fallout<\/em>, the Wasteland Ventures continue though as I make my way through Fallout 2<\/em>. Included in my readings below is discussion on interface grind and pleasantries which may also be of interest.<\/p>\nOther Readings<\/em><\/p>\nIwata Asks \u2013 Dragon Quest IX (Dragon Quest & \u2028Mario Similarities)<\/a><\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"
There I was really digging Fallout’s professional storytelling and engrossing atmosphere when the grinyness of the whole experience dawned on me. Now forget for a minute the collocation of \u201cgrind\u201d to JRPGs, because Fallout is nothing of the sort. Rather than being based on mindless repetition, there are three other elements which significantly chaffed up […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[686],"class_list":["post-2889","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-fallout"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2889"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=2889"}],"version-history":[{"count":4,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2889\/revisions"}],"predecessor-version":[{"id":2899,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2889\/revisions\/2899"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=2889"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=2889"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=2889"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}