New Challenger: 3 Reasons Why Gaming Will Destroy Itself Part 1
9 hours 47 mins ago
Locke Webster returns with the third part of his Narrative In Games series, this time focusing on what I honestly believe should be GOTY for 2008, Fallout 3 (I will not turn in my MGS fanboy badge for saying that not matter what Drogo says! LOL).
Historically, the Fallout franchise has rested quite comfortably on its RPG laurels. Players not only loved the rich, ironic, post-apocalyptic landscape that they were provided to explore, but many also found that the exhaustive selection of choices in the game provided a unique voice for nearly every player. Whether you wanted to sell your companions into slavery, or bring down the local gangs in New Reno, there were plenty of dialog options to cover the gamut of emotive responses. Some players even found a voice in ignoring quests completely, via some biting retort or a gunshot to the head. Expressing yourself, and taking in the NPC reactions is--arguably--the driving narrative force of the series.





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