A Bloody Mess - Analysis of the ending of Fallout: A Post Nuclear Role Playing Game
i made good points but also bad points and had some outright misinformation bc i didnt do enough research and my personal run of fo1 misled me on how the plot is structured bc i accidentally sequence broke the main quest or something (???)
i might rewrite it idk i’ll probably just cover it on my podcast
I finished Watch_Dogs 2 yesterday. Overall I really enjoyed it! The DedSec crew is really funny and charismatic. The side quests and main quests were fun! I petted every dog I met. I really liked walking through the city! So many details and weird stuff! Driving is pretty impossible for me though, probably cause I suck at it. The ending, though, was… meh, very anticlimactic.
Also my Marcus is dressed as 100% hipster. I didn’t draw all crew, just characters that I like most.
Characters were counted by hand based on UESP quest writeups. Characters were only counted if they were questgivers or involved in multiple quests. Only characters from the main quest or faction questlines were counted. Any expansions or DLCs have not been included.
Due to the incomplete documentation for ESO quests, that game probably has more margin of error than others, though it should be balanced out due to how many NPCs were counted overall. I realize that this is an imperfect process, especially considering the very different ways that each game handles quests. I think the overall patterns hold, though, even if the percentages might be off a few points were someone to repeat the process.
You’ll also notice that Morrowind, Oblivion, and ESO have two main quest graphs. The latter is for including characters who are also encountered in the other parts of the game. For Morrowind this is questlines where you must speak to all the house leaders to become Hortator, in Oblivion it is the Aid for Bruma questline where you must speak to the counts/countesses to gain their support, and in ESO this is the Weight of Three Crowns quest where the faction leaders convene on Stirk. Daggerfall, meanwhile, randomizes most of its quest, and the overall graph counts the main quest and nobles quests.
Sample sizes are as follows: Daggerfall (23 total, 10 main quest), Morrowind (82 total, 16 main quest, 34 with hortator), Oblivion (36 total, 9 main quest, 15 with Bruma allies), Skyrim (59, 11 main quest), ESO (278 total, 6 main quest, 10 with Stirk).
"When we finish, I'm going to give you all a -detailed- rundown on all the ways you managed to screw up my plans for this session"
- Our GM of seemingly-infinite bullshit tolerance.
He’d planned an intricate social intrigue to identify a vigilante who was to be an ally crucial to the main quest. Instead, our Half-orc Barbarian singlehandedly started a brawl with a dozen guards in order to draw said vigilante’s attention, and when he did turn up our kitsune promptly attacked him because she took great offence to him calling us dogs in his opening quip.
I think it’s time for one more masterpost about Virgo, maybe the last one before launching the demo, if everything runs smoothly until then!
I’ll show you some more about the Zodiac Realms system and more in depth info on battle system! I’ll also talk a little about my considerations in regards of a crowdfunding campaign in the near future for Virgo!
In Virgo you will travel through multiple worlds with vastly different enviroments to explore, each owned by a different Zodiac Sign. Each realm will be themed by the characteristics of their ruling sign. The main quest of Virgo is very clear: You have to dethrone all of the other Zodiacs, but as you go along the areas, Virgo will see herself amidst different paths and side quests, that will somewhat change her vision of this world around her, since she never really had a direct connection with (almost) any of the Zodiacs as she’s experiencing now by visiting their realms.
You can interact with almost anything on the game,except for trees - they aren’t friendly. Sometimes interactions may present you with choices for different actions that may change your path as you go.
Stat points can also be earned through interaction with the enviroment and characters. There
will be plenty of situations in which the player must make a choice
that not only will impact the story, but also Virgo’s statistic growth.
Maybe forcing your way into a roadblock will raise your Ambition while
waiting for it to be cleared will raise Patience. Several stat-checks
will also be present, enabling some secret areas and rewards for
different player builds~
This will affect the whole playthrough. Items received can be different and even the responses to the environment, as you may trigger specific events.
Players will progress from world to world, all connected to a Hub area, which will often be filled with NPCs you’ve encountered in the areas previously visited, so it’s possible to find Salarygoats there, for example.
Zodiac Realms may be revisited once they’re completed and each will feature its specific Black Hole Zone - the only places where Heretics respawn endlessly for optional bonus experience, currency and special rewards. The game will be perfectly winnable without spending time on these arena-like zones, though, so if you absurdly despise grinding, you don’t have to go there.
Virgo’s combat system is designed around making every turn very significant. From guarding when enemies will most probably strike you with all they’ve got to removing their buffs at the right time to not get countered and abusing their weakness through skill combos, the core philosophy is to give meaning to every single action and mechanic.
Buffs should be drastically noticeable, enemies will fight with their own varied intelligence so that players won’t ever find a single optimal strategy for the whole game.
Virgo will be the only playable character, but think of it as a plus, as the story and every enemy will be personally designed for her, giving a lot more meaning to all of your actions throughout the game.
(Look, it’s Musashi!)
Every single fight is made to test the player’s skills and tactical thinking, with a focus on in-conflict demands and results, as opposed to having dungeons with dozens of easy battles that just matter to wear down the characters slowly so they must manage their resources over time.
In Virgo, Purity (the resource used to cast abilities) regenerates naturally in battle and outside of it and items are significantly powerful, but can only be carried in very limited amounts, to assure a per-conflict danger.
A battle against a very tough foe can’t just be brute-forced through by spamming Attack 35 times and using 56 Potions, but a smart use of skills available as well as taking advantage of special items to inflict status effects on foes.
Skills and abilities are earned through equipment;items will often give Virgo a new ability in addition to stats and passive effects. Players are encouraged to mix and match pieces of equipment to create various skill combos, such as combining a Shield’s risky Block-chance Buff (that works at the cost of armor) to a Ribbon’s Blinding Spell to minimize the downsides of the first buff.
I think the development of the game untill now is doing really great! Now I’m in a critical moment where I find bugs that weren’t supposed to be there, so setting a date for the release of the demo is hard, but saying it will certainly be around this month or early march is certain!
I also am going to release a crowdfunding campaign on Indiegogo (kickstarter doesn’t accept my country unfortunatelly), so I can pay my musician, buy some new equipment (still using a decade-old computer for this) and maybe feed myself with lots of cupcakes to fuel development directly (through unhealthy amounts of sugar). I plan on launching the campaign on Virgo season (august/september), so please keep up with me until then~!
Also, I’ll probably have to launch a greenlight campaign soon for Virgo because of the new Steam direct policy (with its potentially absurd fees), so if you could help me with the greenlight it would mean the world to me~! Thank you all for your support until now reblogging and spreading the love on Virgo, it makes me constantly glad to have this community helping me with my little gaimu T____T~
I kinda had fun conceptualizing for that videogame!AU. So here’s a sketch for Main Quest.
Gokudera: He’s an Engineer! His specialty is with crossbows, explosives and cannons. He’s also an Elf. I put a ponytail on him because he actually has long hair (a stereotype for elves). He also has little dynamites on his belt.
Yamamoto: He’s a Human Knight. I wanted to retain his usual look so he looks more like a Samurai than a Knight lol. But he has a full-plate armor under the yukata, except his left shoulder which doesn’t have a pauldron. He also has a helmet…it’s there somewhere
Every time I enter Whiterun I’m stalked by the corpse of a dragon. It just spawns in the air above me and falls down onto the ground. This normally happens in the marketplace area in front of The Bannered Mare, but I’ve had it happen in random areas around the city as well. Sometimes it spazzes out but it just clips through everything so it doesn’t knock anything over. None of the NPCs seem to notice it; they just walk through it. It doesn’t burn, I haven’t gotten a dragon soul from it… hell, I’ve never even fought a dragon in Whiterun since I’ve yet to start the part of the main quest where you capture Odahviing. I’ve never had a dragon attack the city either, and it’s just an ordinary dragon. My character is above a level 60 in that file so I normally encounter ancient or revered dragons. This has been happening for a few levels now and I can’t figure out what caused it or how to get it to go away.