Why is Bethesda so focused on vault dwellers?

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ACTUAL GODDESS
I'm not super well-versed with the original games, but classic Fallout only focuses on vault citizens when it's relevant to explaining the emerging societies of the wasteland. The Vault Dweller comes from a vault, but that's only 80 years (or as the game explains it, a "generation") since the War - and even then, there are already communities in the outside world. And Vault City from FO2 is a great example of what vault culture looks like 120 years after the War.

Then Bethesda comes along with Fallout 3, which nonsensically has the player character living in a vault that's been operating for 200 years. I won't get into more details since this has been beaten to death a thousand times by now, but the point remains that Bethesda decided to skip two games and 200 years worth of outside history in favour of the cool factor.

And now they've come up with a new way to continue the vault dweller narrative in FO4 even as the timeline makes this increasingly irrational. But it's worse than FO3 - our player character isn't just a sheltered vault kid. They're a character who actually lived before the bombs fell, meaning they have absolutely zero relevance to the post-war society that F1/2/NV went to great lengths to develop. It's the new iteration of what seems to be Bethesda's entire interest in the Fallout world: vaults, pre-war society, and post-apoc wasteland scavenging/survival. (You can even add their vault mobile game to the list of evidence.)

Why does Bethesda think Vault-Tec is the richest, most iconic part of this franchise's lore potential?? Why do they prefer making a game on a premise already done twice over rather than focusing on the infinitely more interesting societal clashes of the wasteland that classic Fallout has always been about?? Maybe character backstory isn't a big deal to every player, but this obsession is indicative of pretty much everything Bethesda fails to understand about Fallout as a whole. Their vault fixation is the same reason DC citizens are still scavenging pre-war supermarkets and eating 200 year old deviled eggs, or why trade-based communities with no agriculture, politics, or economy make perfect sense to them, or why Eastern society has never advanced further than shanty towns and bands of unorganized raiders - because Bethesda doesn't find regrowth an important aspect of games they've decided to market as grungy and survival-focused.

We don't know how closely FO4 will repeat FO3's mistakes, but I can only wonder how the new game's roleplaying elements have been catered to fit a character that is both a vault emergent and pre-war survivor. It certainly doesn't get me excited about character creation, or the potential for mature worldbuilding akin to New Vegas. We've already played the Vault Dweller story twice now, and it's not what the best parts of the series are about.
 
I'm not super well-versed with the original games, but classic Fallout only focuses on vault citizens when it's relevant to explaining the emerging societies of the wasteland. The Vault Dweller comes from a vault, but that's only 80 years (or as the game explains it, a "generation") since the War - and even then, there are already communities in the outside world. And Vault City from FO2 is a great example of what vault culture looks like 120 years after the War.

Then Bethesda comes along with Fallout 3, which nonsensically has the player character living in a vault that's been operating for 200 years. I won't get into more details since this has been beaten to death a thousand times by now, but the point remains that Bethesda decided to skip two games and 200 years worth of outside history in favour of the cool factor.

And now they've come up with a new way to continue the vault dweller narrative in FO4 even as the timeline makes this increasingly irrational. But it's worse than FO3 - our player character isn't just a sheltered vault kid. They're a character who actually lived before the bombs fell, meaning they have absolutely zero relevance to the post-war society that F1/2/NV went to great lengths to develop. It's the new iteration of what seems to be Bethesda's entire interest in the Fallout world: vaults, pre-war society, and post-apoc wasteland scavenging/survival. (You can even add their vault mobile game to the list of evidence.)

Why does Bethesda think Vault-Tec is the richest, most iconic part of this franchise's lore potential?? Why do they prefer making a game on a premise already done twice over rather than focusing on the infinitely more interesting societal clashes of the wasteland that classic Fallout has always been about?? Maybe character backstory isn't a big deal to every player, but this obsession is indicative of pretty much everything Bethesda fails to understand about Fallout as a whole. Their vault fixation is the same reason DC citizens are still scavenging pre-war supermarkets and eating 200 year old deviled eggs, or why trade-based communities with no agriculture, politics, or economy make perfect sense to them, or why Eastern society has never advanced further than shanty towns and bands of unorganized raiders - because Bethesda doesn't find regrowth an important aspect of games they've decided to market as grungy and survival-focused.

We don't know how closely FO4 will repeat FO3's mistakes, but I can only wonder how the new game's roleplaying elements have been catered to fit a character that is both a vault emergent and pre-war survivor. It certainly doesn't get me excited about character creation, or the potential for mature worldbuilding akin to New Vegas. We've already played the Vault Dweller story twice now, and it's not what the best parts of the series are about.

Simply because Vaults are the MOST iconic parts of Fallout to the majority. Well for one it won't just be shacks of shit. But how good they are narratively is a question we can all ask.
 
I think that's a self-fulfilling prophecy caused by Bethesda. FO3 focuses on vault life even more than FO1 does. Vaults are important, but not "iconic" enough to warp game after game's narrative just to accommodate a vault dweller origin. FNV had almost nothing to do with vault dwellers and still felt 10x more like the classic games.
 
I think that's a self-fulfilling prophecy caused by Bethesda. FO3 focuses on vault life even more than FO1 does. Vaults are important, but not "iconic" enough to warp game after game's narrative just to accommodate a vault dweller origin. FNV had almost nothing to do with vault dwellers and still felt 10x more like the classic games.

Bethesda warped it so the Vaults would be iconic. But agreed, it's not about the vaults, it's about the word out there.
 
Because Bethesda's understanding of the Fallout series has the same depth as that of someone who read the brief synopsis on the plot of Fallout 1 and 2 on Wikipedia.

I'd say less... they get it from a guy who skimmed read the plot synopsis on wikipedia.
 
It seems they have a "main character coming out from the vault" fetish as well.
They put too much emphasis on the wrong things from either not caring about what the real Fallout games have already established or mere ignorance.
 
It seems they have a "main character coming out from the vault" fetish as well.
They put too much emphasis on the wrong things from either not caring about what the real Fallout games have already established or mere ignorance.

They didn't understand it, too complicated. So they took what they did get (Vaults, vaults being experiments, the hero being frome a vault, Super Mutants, nukes, more Super Mutants, WHERE ARE THOSE SUPER MUTANTS!!!) and put it right in.
 
It seems they have a "main character coming out from the vault" fetish as well.
They put too much emphasis on the wrong things from either not caring about what the real Fallout games have already established or mere ignorance.

They didn't understand it, too complicated. So they took what they did get (Vaults, vaults being experiments, the hero being frome a vault, Super Mutants, nukes, more Super Mutants, WHERE ARE THOSE SUPER MUTANTS!!!) and put it right in.
I agree with you on that, it may be just me but I hate how they were mentioning how all ghouls in Fallout 4 are like zombies especially how they crawl like them when you shoot their legs off.
 
Oh I hated the ghouls becoming zombies... they once were a unique take on 'zombies'. No... no more!
Yeah all down the drain but seriously why would they crawl to you...are they going to attempt to nibble on your armor? Why focus on something so meaningless when they could of focused on the meat of it.
Such a lust for dumbing down!(Got that from Skull face :P)
 
No idea, but it's only one part of the series lore and the most we can learn about new ones now is how far the Enclave's experiments went. Hell, we've already had Vaults 11, 22, 77, 87, and 112, so it can't get much crazier.

What I'd like to see though are the areas besides California, Nevada, and the East Coast. The Texas Wasteland most of all, since it was going to be shown in BoS II.
 
Same reason why they are obsessed with Brotherhood of Steel and Enclave. The more they speak about it, the less people will remember what Fallout really is.
 
Why do they keep the Vault numbers on three digits? They jumped from 15 to 101. I mean Vault 111 is in another state far away from Vault 112. With Vault numbers in the 3 digits make them much less unique, like with so many Vaults how did anybody even die to guarantee such low population numbers?. Specially with so many of them so close to each other....
 
We never did get a concrete number of vaults did we?

I imagine that based on the number of inhabitants each vault could hold (thousands), there'd be at least ten to fifteen vaults per state assuming that state had several cities in it.

So somewhere between 150 to 200 vault, including the possibility of privately constructed vaults, would be the highest I'd go.
 
On the strange numbering, that at least I think makes perfect sense if the vaults were numbered according to completion date. So two vaults on opposite coasts could conceivably end up as 100 and 101 for example if that's when they were completed.
 
Unfortunately it's not just Beth, the series as a whole have been too keen on putting the player on the role of the 'vault dweller' by aways making you start with that stupid vault jumpsuit even when that's totally unnecessary because the char didn't even came out of a vault. I think the best thing about Fallout Tactics might have been that it let's you start with something more in line with the average Joe out of the wasteland for once, I wish there was a better Fallout game that also put you on a different perspective for a change. Perhaps even letting you play as a mutant.
 
First off how can you play fallout 1 and not be more interested in seeing what in Theory would be considered a completely functional vault. A fulfilled vault experiment. (Was 101 supposted to be the control? According to fallout 3 lore?)
Second I think it's more an infatuation by the "new" fans of fallout. At the end of the day Bethesda wants to do what's profitable just like any other company. People like vaults, and so ya give em more vaults. People want a more call of duty polished FPS experience, and so they focus on the shooting and cinematics and Bs like that instead of making the game uniquely interactive and original like the first one ( still haven't played the second one but I'm getting there).

I hadn't head about the supposed zombie change. That's disconcerting. Again aimed as hitting mass appeal. For all the awful people that think walking dead is a good show. If you watched that show at any point your the reason bethesda is ducking up ghouls. Hope your happy. Why don't you watch a George Ramero movie and shoot yourself....
 
If Bethesda insists on making a lot of Fallout games (which they can, it's their IP now) I really hope they don't always insist that the player emerges from a vault. It made sense for Fallout 3, because a significant portion of audience will have no sense of the Fallout world so starting them in a sealed environment that's the echo of more-familiar pre-war society made a lot of sense, and was an appropriate way to start the game.

But eventually we're going to run out of plausible reasons for people to come out of vaults in the timeframe these games are taking in. I'll give the "101 was never supposed to open" a pass, and "was frozen cryogenically" is a valid explanation, but eventually they're going to have to start repeating themselves. So sooner or later, they can expect their audience to have played a Fallout game before and you can make the PC just some wastelander.
 
It seems they have a "main character coming out from the vault" fetish as well.
They put too much emphasis on the wrong things from either not caring about what the real Fallout games have already established or mere ignorance.
I hate this so much. So many people bring up playing Fallout 3 for the first time and they say "Oh, the moment when you step out of the vault for the first time, so incredible" when you were in the Vault for like 20 minutes, and it seems like they're doing the same exact thing here, except you're supposed to believe that you've been asleep for 200 years or some stupid shit.

The Vault Dweller was done right the first time and the only time. The only reason you play as a vault dweller in FO3 and FO4 is because Bethesda is too fucking unoriginal to come up with anything else.
 
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