So how come people at NMA don't want to make their own kinda Fallout spiritual successor?

TheHouseAlwaysWins

Look, Ma! Two Heads!
Fallout as a materialistic IP is dead and nothing is going to ever bring it back to our standards, but it is not a thing that is just a problem we see in Bethesda, but the whole gaming industry at large. The best case scenario is Fallout is sold to a different studio who market the series returning to its roots and releasing a below average clone of Fallout: New Vegas. All of these AAA industries ware all in it for capital.

As a non materialistic idea in our heads, however, the series is still very much alive there. All it requires is for the community to work together to put out on an idea whether it be in the form of a mod or a regular video game that would be standalone, or something else entirely possibly.
 
Last edited:
Or ensure that the faithfull projects (mods, spiritual successors) get more coverage and advertizing there than the branded craps.
 
Problem is even among fans of OG fallout there's disagreement about what the series is. Some people like the tone and story of the original. Others like the retarded bullshit from fallout 2 and somehow consider it an improvement on the original. Hell as a fan of the originals I consider new Vegas to be a more proper follow up than 2 was purely because of how it handles tone and lore. That last statememt would probably be considered blasphemy by a lot of nma members. Fallout had too much on offer and because of that everyone loves it for different reasons. Even discounting the Bethesda games and other spinoffs fallout is a series with an identity crisis like no other.
 
The reasons are numerous with many different variables to consider. Look at Mutants Rising for an example of what a super ambitious Fallout mod can face with prolonged delay. Look at UnderRail as an example of what one person thinks Fallout is compared to what others think it is. Look at New Vegas as an example of the lore being more important to some as opposed to the gameplay mechanics. But to sum it up nicely....

Why has NMA not made something like Fallout?

1. The people we have (not many really) are not committed to such a task which would be mostly thankless work with a hundred thousand downloads optimistically. Why should people sacrifice time and money for something that will be free? Spend years working on something for free. After awhile you get the picture. Working with teammates from all around the world does not work well. Look at Wasteland 2 as a good example of that one. Plus the people willing to do such a thing are usually disabled or mentally ill or just simply broke fucks that cannot afford overly hard criticism from assholes that are clueless in all regards.

2. We lack skill sets. Plenty of aspiring writers around here. Not so many scripters. Not so many artists. We have a few but they have jobs and families. People mod for various engines, but few develop for Unity which would be what is required for a real game. Unless someone wanted to go FOnline engine which would be a good choice. Even then....Russian designed engines can be tricky with people that do not speak the language.

3. It's harder than people make it sound. Even if you do go all out and try to make a full product you are facing hundreds of thousands of dollars in investment....this is a major life decision that cannot be made due to obsession over something you like. It has to be based in reality.
 
I have been working (when I have time) on a RPG project for NMA.

It's not a videogame though. It's a Pen & Paper (tabletop if you prefer) RPG system named after this community (No Mutants Allowed).

It's a lot of work and I can only work on it when I have the time, energy and mental power to do it, which I haven't had in a while (having to sort out a "fight against the system" before I have time for anything else).

Graves and Toront pretty much hit the nail in the head with their posts. A project like this needs commitment and unity. Not to mention an artistic vision people can agree with and the means to make it a reality. Which for a free and volunteer project is very hard to achieve.
 
I mod New Vegas a lot for fun and am working on releasing more lore friendly content for modders.

As the others before me have said, a project on this scale will be a lot of work. You will need a team of developers, modders, artist, voice actors, ect. A lot of others here also have day jobs and the team will need to find ways to work around everyone schedules. There is a reason why big mods like Enderal took years to make.
 

Sadly this.
Toront knows how much more than anything I would like to make a Fallout New Vegas sequel/fan mod set in Texas with new factions, new locations, characters etc.

BUT I DON'T HAVE ANY FUCKING SKILLS!!!!!!!!

Other than ideas I would be the most useless addition probably to a team (I wish I could get my head around learning how to mod FNV and other games).

It is so damn difficult to find talented/skilled people that are committed and interested in doing such a project for years and for free.
 
Sadly this.
Toront knows how much more than anything I would like to make a Fallout New Vegas sequel/fan mod set in Texas with new factions, new locations, characters etc.

BUT I DON'T HAVE ANY FUCKING SKILLS!!!!!!!!

Other than ideas I would be the most useless addition probably to a team (I wish I could get my head around learning how to mod FNV and other games).

It is so damn difficult to find talented/skilled people that are committed and interested in doing such a project for years and for free.

That is bullshit Dutch. Sorry. You have skills. You are damn good at writing and game design. You just can't script. Let me tell you a secret though.... @RangerBoo can! ;)
 
You clearly haven't visited Fallout PnP subforum in ages if you say out loud that NMA didn't try.
 
That is bullshit Dutch. Sorry. You have skills. You are damn good at writing and game design. You just can't script. Let me tell you a secret though.... @RangerBoo can! ;)
Thanks Tor! Scripting is not really as hard as it first looks. It's just the GECK can be a fickle mistress when it comes to reading and saving scripts. This is why the GECK PowerUp is a blessing.
 
This is why the GECK PowerUp is a blessing.
GECK Extender is the more up-to date (was just updated yesterday) and improved GECK plugin. It replaces PU and comes with more improvements and QoL stuff.
You have to get rid of the PU to use Extender though.
 
I wanted to at one point, and even started writing a Bible for it, but it didn't go much further than that.
 
It would be post apocalyptic of course.
You start as a slave, then some guy helps you escape at the start.
It would have a very western feel to it.
Upon your escape, you learn of conflicts between Towns and inner conflicts. These would have led you to a conspiracy where you would have learned many of the leaders of the old World are still alive, and frozen in bunkers (think of a Mr House scenario).
You would have helped Towns sort their conflicts or you could join in with the old world leaders, who want to regain the power they lost and essentially rebuild the country.

Companions would make the game harder, and there was a theme of redemption among them. Example, one was a slaver who killed and raped many, but he put that life behind him. Of course, a Town full of escaped Slaves would not welcome him as he may have directly caused them pain. This would have led to the Town being against you (think of the Hanging man but on a mass scale).
Nothing would have been black or white through.
 
Ah one of my ideas also has the concept of the player starting out as a slave who is freed and goes on a journey to discover why his or her home was attacked while meeting various factions and governments as well as their former master (which the player can enslave or not), and in the end is in the position of deciding the fate of the region.

The theme is about breaking one's chains. Not always physical chains, these can also be beliefs, obsessions, ideologies. But also how one gets "chained" plays an important role; greed or desire, fear, etc.

The region would be inhabited by completely new factions and governments but a couple of people from the West show up and tell how things have been going there since FNV (or during it).
Of course Pre War elements would also make an appearance; Poseidon Energy would play a very important role in my storyline.

* * * * *

Four Winds: the starting location. A small settlement centered around a roadside BBQ and Grill restaurant, a motel, a small trading outpost, and some stables.
Four winds is having some tribal problems.

A place where the player gets to learn the ropes.


Lone Star: a vault settlement done right. The capital of the Lone Star Confederacy and pearl of West Texas.
Next to being a government center it is also a trading center and industrial center. (Lone Star Armory, the largest manufacturer of guns and ammo in the Texas Wasteland has its factory here)
A lot is taking place here, on the streets and in the parliament. Oh and why not visit the state of the art university and hospital, the military district and vault however are off-limits.

The player can recruit Black Fist enforcer Munro here.

The player can recruit Vasquez here. Latin playboy and thief.

The player can acquire a military motorcycle with sidecar here.


Aeolus: a large pre war windmill park. One of Poseidon Energy’s green energy efforts, it was once the ancestral grounds of the Children of Poseidon tribe before they were removed and relocated.
There is a secret underneath the windmill park.


Divided River: location of both Brownwood and Early whose inhabitants have been fighting over the water rights of the Pecan Bayou even before the War.
It doesn’t help that the LSC has decided to support Brownwood while the System is supporting Early.

The player might recruit Traxus, a super mutant mercenary from the West here.


The Gardens: a massive pre war agricultural research facility run by Ghouls and humans. Probably the biggest source of food in West Texas, the researchers here are also working on creating hardier plants and animals that can thrive in the new conditions of the Texas Wasteland.

The Ghoul Trading Company (working name) has its headquarters close by.

Not all of the Ghouls hold the New Texas Rangers in such high esteem as others do.
Could this have something to do with the dark secret the Rangers are hiding?

The Gardens is having some problems with the Brontes, half feral tribal raiders and the Texas Hellhounds, more “civilized” raiders.
The Lone Star Confederacy has offered to assist but that would mean the presence of soldiers and the Gardens having to provide food to Lone Star free of charge.

The player would be able to recruit Johnny, a pre war national guard soldier turned Ghoul here.

The player can acquire a buggy here

(yep this place is inspired by the Nursery and the Ag Center)


Perdition; a massive coal mining site once called New Thurber that was run by Prometheus Coal before the war. The LSC repaired the mining rigs and reopened the mines to provide coal for its trains and industry only to draw the ire of the Angels of the Apocalypse who attacked the mining camp and settlement.
During the fight the underground coal deposits got ignited forcing most people to evacuate.
The Angels renamed the location to Perdition; the state of perpetual punishment.
Covered by a massive cloud and basking in the glow of underground fires the only inhabitants are a few miners refusing to go as well as horrible mutants that were created during the fight when LSC soldiers, miners, and Angels got exposed to toxic waste stored in the mines.

(inspired by Eagle Rock/Burnham Springs)


The Bloom: what once was Fort Worth is now covered in a mutant toxic jungle that is the result of a failed terraforming experiment.
The jungle is home to various vicious creatures mutated by the toxins and even most of the plants are quite predatory and sometimes not even rooted to the ground.
The jungle however has provided to be a good hideout for anyone seeking to escape the Angels if they learn to survive its dangers.

The scientists of the Gardens have a connection to this place and rather don't talk about it.

The player can recruit Ashiak, a tribal witch doctor here.


The Kingdom: former Dallas now the Kingdom of God or just the Kingdom. The Kingdom is the capital of the Angels of the Apocalypse, an extremist dogmatic Christian cult that hates all advanced technology and seek to cleanse the Texas Wasteland of anything that is above being wind powered, animal powered, or man powered. (those doing the work of course being sinners and heathens who through servitude can earn redemption in the eye of God)

Your former master Barnabas is here. Time to visit him.


Killeen Walled City: a massive fortified city that is the capital of the System, one of the rulers of East Texas. It is built upon the ruins of Killeen and Fort Hood.
It is basically a fortress that contains factories, storehouses, shops, houses, and everything else a population needs.

The System government itself rules the city and surrounding region from a tower that rises from the center, looking down on the people below.

The System Outpost of McGregor is nearby which the player will need to visit later in the game to acquire rocket engine parts from the old Ball Aerospace rocket engine test facility to put a satellite in orbit.

(based on the real Kowloon Walled City)


Robot City: on the location of what was once Austin a massive city of tomorrow has arisen inhabited by machine intelligences and laser armed robots.
Don’t expect a warm welcome if you managed to get through the radioactive “moat” surrounding the city. You however will have to visit this location, not only to follow up on your personal goal but also to decide the relation between humans and machine intelligences.

The player can recruit TASK here


Alamo (working name): former San Antonio. Alamo is home to the New Texas Rangers, probably the largest non political organization of do gooders in the Texas Wasteland. (to bad they are occupied with an off-shoot organization called the Black Hats, a civil war may be imminent)
Other inhabitants are the Followers of the ATLANTIS, a cult of transhumanist paramilitary cyborg traders.
There are also the nearby Kerrs, a relatively friendly group of tribals

The player can recruit Kathrine “Dusty” Rivas here

The player can recruit Elite Defender Lankin 3rd level here

The player can acquire a cop car here.


Clone Station: formerly known as College Station. Clones baby.
Here the Clone Masters painstakingly seek to preserve what may be the last pure human genome/genetics in the wasteland.
The majority of the inhabitants are clones, indoctrinated from a young age to see the Clone Masters as god-kings.

Their cloning technology could actually be of great use. From healing Ghouls to even restoring extinct species.

Clone Station is the source of the Degens or D-gens, clones suffering from degenerative cloning disease that trouble this part of the Texas Wasteland.


The Drowned City: the almost submerged cities of Houston, Texas City, and Galveston. The working grounds of various prospector companies who have established camps on top of the buildings that still stick out of the water.
The only real settlement here is located in what used to be the Woodlands.

A strange cult that worships radio and satellite communication called the Signal Listeners has claimed the Johnson Space Center as their temple.

It is at the Houston Spaceport that the player has to put a rocket together to launch a Poseidon Energy satellite that is code named NYX into orbit.

The Enclave maintained a secret outpost here underneath the old Poseidon Energy oil refinery. To bad for them the walls gave away when the gulf came rushing in, drowning them all like rats.
On the plus side, they left Advanced Power Armor behind.

The player will have to acquire a boat or raft if he or she wants to travel easily around here.

The player might be able to acquire a truck from the Truckers here.


Dropped locations:

Brady or Heart of Texas: perhaps a settlement inhabited by Super Mutants who can tolerate the radioactive water.

Corpus Christi or the Corpse: just no idea for this place.


Locations I want to do something with:

Waco; I would like it that the System is using this ruined city as a barrier against the Angels. Perhaps inhabited by mutants?
 
Nice, when I go back to London and if I can find some of my early things on it, I'll post it all here.

I might still go along with the Bible, just to see where it could take me in future
 
I've been around here for quite some time and you're not the first person to bring this up. The main problem is the "for free" part. You motivate people to work on something by giving them money from time to time, it's that simple. Money also gets you the right people with the right skill set. And the right hard and software. You don't necessarily need people who like Fallout; you need people who love to code all day and who know how to make a great game. That's right: you're gonna need even more money. And no: you will not find these people on this forum.

That doesn't mean beautiful things don't happen. The Restoration Project, for instance, is 100% fan made and actually makes Fallout 2 more enjoyable than it already was. But that's a rare gem.
 
Ah one of my ideas also has the concept of the player starting out as a slave who is freed and goes on a journey to discover why his or her home was attacked while meeting various factions and governments as well as their former master (which the player can enslave or not), and in the end is in the position of deciding the fate of the region.

The theme is about breaking one's chains. Not always physical chains, these can also be beliefs, obsessions, ideologies. But also how one gets "chained" plays an important role; greed or desire, fear, etc.

There is no such thing as freedom in reality. In order to survive in any kind of place. There has to be either a leader or an equal agreement between people (tribe)

One thing I liked about Fallout 1 and 2 is how the tribal cultures mystified everything and the old world as well as the surrounding environment has a lot to give the player's imagination.

If your project has politics in it I don't think it should be framed in the same way New Vegas did it.
 
Back
Top