Fallout: New Vegas Lonesome Road Developer Blog

Brother None

This ghoul has seen it all
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With Lonesome Road releasing today on three platforms (delayed on PlayStation for Europe until tomorrow), Chris Avellone has a new developer blog entitled Lonesome Road: Beginnings and Endings.<blockquote>In short, the idea for this last DLC would be the player would be contracted to travel one of the most dangerous roads in the wasteland, the goal a linear one - head for the setting sun, starting at point A, and try to survive to reach point B. In an original draft, we tried to think what payment would work for accepting such a job and what you would carry, when it occurred to us that the player may simply want to satisfy their curiosity about the past and who's been hunting you all this time. So we left it at that.

As for what that means for the Wasteland afterward? Who knows. While the finale of New Vegas proper ends at the second battle of Hoover Dam, traveling into your character's history, into the past of the Courier and of the Fallout world, was still a narrative road open to us.

A bit about writing - when doing narrative design, writing is the smallest part of what we do from a storytelling perspective. The rest is getting creative with the time and resources you have. We then use that to flesh out visual storytelling design documents, scripting the begin and end slides, graffiti layouts and placement design, chronologies and timelines, monster ecologies, level design aesthetics and naming of locations, loading screen lore, quest layouts and quest names - even the inventory items are designed to reinforce the theme, whether from mad scientist gear to Sierra Madre chips.

Still, for all that work, the narrative largely comes from you. In fact, most Fallout players have far more interesting stories of their gameplay experiences than we could ever dream up as narrative designers. In my opinion, that's how it should be.</blockquote>
 
Thank God they left Courier in "blank slate".

I guess that 'wound' explains why Ulysses sounded in holotapes like he was retarded.
 
GeeZee said:
Thank God they left Courier in "blank slate".

I guess that 'wound' explains why Ulysses sounded in holotapes like he was retarded.

Retarded? What?

Seriously, I don't get all the problems you people with the holotapes.
 
I don't think he sounds "retarded" but he does kind of sound like a rip off of Rorschach. Still excited for this either way.
 
I am as well. I like Roger Cross in Ulysses' voice, and I like how he spoke in this growling voice.

It's just that in those 3 holotapes on Bethblog (OWB ones were alright), Roger Cross sounded bored as hell.
 
TwinkieGorilla said:
I don't think he sounds "retarded" but he does kind of sound like a rip off of Rorschach. Still excited for this either way.

You know, even without actually looking it up. I'm pretty sure different speech patterns existed before watchmens rorschach.

Apart from that. They both have strong opinions about politics, I guess?

I mean its possible that Ulysseus was inspired by Rorschach, but rip-off...?

@GeeZee: What does bored sound like for you? Because, IMO I don't hear it at all. He speaks monotonus but it seems to be purposely.
 
Still, for all that work, the narrative largely comes from you. In fact, most Fallout players have far more interesting stories of their gameplay experiences than we could ever dream up as narrative designers. In my opinion, that's how it should be.

I don't think that's how it should be. :(
I think the narrative should have several paths through it, but should never rely on the player to dream up.

**Did I mention that I cannot stand 'blank slate' character design(?) ~Well I can't.

@TwinkieGorilla:
[spoiler:278833bfc1]Schvavington's bug looks a lot like a Guild Navigator.
Schvavington.jpg
navigator.jpg
[/spoiler:278833bfc1]
 
Still, for all that work, the narrative largely comes from you. In fact, most Fallout players have far more interesting stories of their gameplay experiences than we could ever dream up as narrative designers. In my opinion, that's how it should be.

This is one my favorite aspects of Fallout, Fallout 2 and New Vegas and its not something a ton of other games do. Instead telling a story or telling a story that branches at a set points, the writing of these games focuses more on creating a framework to define your own character and create your own narrative as it plays out. The strength of the writing in the these games tends to be setting, the factions, the characters, side stories and the choices you're given, with plot being very secondary.

I've seen a lot people criticize the story of these games (particularly Fallout 3 fans), usually in the regards to the plot being is weak or thin, but to me that misses the point of what they are trying to do, and generally I think if think your character's story isn't interesting, that you're probably playing in an uninteresting way (often power gaming or metagaming). Also, in general, I think people focus too much on plot in regards to writing, it is really only one small part of writing and storytelling.
 
Still, for all that work, the narrative largely comes from you. In fact, most Fallout players have far more interesting stories of their gameplay experiences than we could ever dream up as narrative designers. In my opinion, that's how it should be.

Apropos, the irony is heavy here, Lonesome Road does exactly the opposite of what this quote correctly states a Fallout game should do.
 
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