Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for December, 2008

Fallout 3 Has a Terrible Ending

Posted by Ben Zeigler on December 22, 2008

The topic of this post is self explanatory. I’m not going to discuss the details, but if you do not want to hear anything about the ending to Fallout 3, stop reading now.

The first 99% of Fallout 3 is extremely good. It does a great job of presenting you with interesting, impactful choices, which as I’ve mentioned before is one of my absolute favorite things about games. However, there is a specific point in the game (right after the final escort) where the game takes a horrible turn for the worst. The ending in Fallout 3 is infuriating enough to make me hate the game, even though I absolutely loved it. I’m sure my emotions will mellow with time, but Bethesda made a huge mistake in capping off a great game with a crappy ending.

Many games have crappy endings, and as an experienced game player I’m used to it. I wouldn’t be so infuriated without Fallout 3 if it weren’t for the fact that it seemed like it was heading towards having a really good ending. Despite what the paranoid fans were saying, I felt like Fallout 3 did a great job of carrying on the story traditions of Fallout 3. Also, Bethesda had previously stated that Fallout 3 would have a multi-segmented ending with “over 200 endings” much like the first two Fallouts. I had made many shades-of-grey decisions during the game, and I was interested in seeing a vision of the future based on what I had done. The sections of the main storyline immediatly before the ending were fun and exciting, and I felt it was heading towards a climax. When you combine these factors, I had high expectations for the ending.

Those expectations are really what made the ending feel so much like a slap in the face. Well, here are the primary things wrong with the last 20 minutes of the game:

  1. The total running time of the ending movies is ridiculously short. Mine took about 60 seconds.
  2. There are actually a very small number of endings, even when you add up all the combinations. From reading the spoilerific wiki page, the choices are 5 event-activated segments (where you only got an ending scene if you took one out of many possible choices), 1 2-choice segment, and 1 3-choice segment. I only activated one of the bool flags (most of them are for doing evil actions for some reason) so most of my ending was completely stock
  3. The event-activated segments consist of two pictures with no voice over or text. These pictures are just screenshots from the game and must have taken a whole 5 minutes each.
  4. Many of the screenshots they do show did not apply to my character. For instance, I never found dogmeat but several of them showed him as my loyal companion. They also showed me at several locations I had never been to.
  5. Prior to the ending videos, you are forced to make an artificial choice. However, given the nature of the choice there are multiple companions who could trivially help you out. You are even allowed to ask them to help you, but all of them refuse with EXTREMELY stupid reasoning.
  6. Before that, you confront a “final boss” who goes down with one shot and was the easiest battle I had fought in several hours. It’s possible to use diplomacy, but it is difficult and doesn’t tell you anything interesting (basically you saying “You’ve already lost! Because I say so!”).
  7. You essentially get to choose between doing an evil thing, doing a good thing, and doing nothing. There is an extremely viable neutral choice (cooperating with the “final boss” who isn’t evil at ALL), but the game doesn’t let you take it, for no conceivable reason.
  8. To get the “good” ending (which again is just a slightly different screenshot with narration) you have to manually remember a specific code. This is fine in theory but there is nothing priming your memory near the end of the game, and I had to search through my logs from 10 hours earlier to pull up a hint for it, which took a few minutes while theoretically time was running out.

It looks like they may revise the ending a bit in future DLC, but if they actually DO that it will be even more frustrating. Apparently to get a satisfying ending to a game, we will now have to spend an extra $10. Bethesda, you’ve somehow managed to make me hate your absolutely brilliant game.

Posted in Game Design | Tagged: , | 23 Comments »

Reviews Symposium

Posted by Ben Zeigler on December 19, 2008

I’ve posted a bit about game reviews in the past, and it’s a topic that I still find very interesting. On top of that, I tend to find things involving Shawn Elliott interesting as well. Luckilly, these two topics have now intersected! Over at Shawn‘s blog, he is posting what he calls an “Online Reviews Symposium”. It sounds pretentious (and I think any use of the word Symposium automatically makes you pretentious and faux-academic, sorry), but it’s actually just an extended online conversation about reviews, featuring a wide variety of viewpoints.

Anyone who is interested in game reviews, or analysis of games journalism in general, should absolutely go check out Part 1: Review Scores. The opinions range the gamut, from people like N’Gai Croal who generally think review scores are pointless, to more practical views such as Robert Ashley’s, who discusses their actual utility to readers. As I’ve said before, I definitely think review scores have value as shorthand, and the aggregate sites such as MetaCritic provide an important service. However, it is possible to serve many of the same goals without an explicit score, which I think the kotaku reviews generally do quite well.

I’m definitely going to be checking this whole thing out as it develops, and I’m interested to see if the format Shawn has chosen works out (I’m a bit skeptical).

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Idle Thumbs: My Favorite New Podcast

Posted by Ben Zeigler on December 7, 2008

I listen to a bunch of podcasts, and I’ve been searching for a good replacement to GFW Live since it sadly departed. Various people suggested the GamersWithJobs podcast or One Life Left, but neither one has really worked for me. I can see why people would like them, but the GWJ guys are targeting a less knowledgeable audience, and I have some sort of weird anti-british-podcast thing, because I haven’t loved any podcasts I’ve listened to made up of more than 50% people with British accents. It’s probably just that I suck at understanding accents. Finally, Lan Party, which is the official successor to GFW Live, hasn’t really clicked for me. It has potential but it’s also a different kind of podcast.

Just today, I listened to a fairly new podcast for the first time: Idle Thumbs… and it’s great! It’s hosted by 3 knowledgeable people (Chris Remo of Gamasutra, Nick Breckon from Shacknews, and Jake Rodkin from Telltale games), and gets the mix of humor and strong ideas right. It’s actually got a lot in common with the old ShackCast, which makes sense because that also had Chris and Nick. The only complaint I have is that they laugh more at their own jokes than is strictly necessary. Anyway, here are the reasons why I recommend Idle Thumbs, from listening to episodes 7 and 8:

  1. A nice discussion of the end of Ensemble Studios. Apparently the Halo MMO was fairly far along in development, but was cancelled after an internal Microsoft reorganization in mid-to-late 2007. In case you’re wondering why Microsoft now hates MMOs, this is a good clue
  2. http://vigivigivigi.com/, and http://www.eightbitcock.com/, http://www.idlethumbs.net/ and http://strategychocolate.biz are all valid, alternate URLS.
  3. They actually had an intelligent discussion about Fallout 3 that contributed ideas I had not thought about before!
  4. The songs are the best part of the podcast. Chris is brilliant at writing clever songs about obscure gamer in jokes. His musical interpretation of this blog post is awesome.
  5. They pointed out the reasoning behind the 3 planes in LittleBigPlanet, which as far as I can tell no reviewer actually figured out. (It’s to standardize the concept of space and avoid per-object tagging, as well as make the physical relationship between coincedant objects obvious)
  6. It pointed me to watch the BEST OFFICIAL GAME TRAILER EVER!

I’m going back to listen to the rest of the episodes, which I am now looking forward to.

Posted in Game Culture | Tagged: , , , | 1 Comment »