1) Game interface/engine:
Theoretically I do think it’s possible to make everyone happy with a single engine. If fully zoomed in you are in real-time FPS mode, just like F3 and NV (though with no VATS). Zoom out to a 3rd-person overhead view that still plays F3/NV style, but now it’s generally more friendly for unarmed/melee play. Zoom out all the way, however, and the action should automatically pause and the interface switch over to being a cursor-driven affair. All the calculations and graphics are the same but now the world only moves while your character is carrying out commands (including ‘wait’), though perhaps intentionally not quite as fast as someone skilled in FPS/Action games could manage in real time. End result is that the brokenly overpowered VATS is dead and more strategic players have a comfortable option to replace it.
2) Story overview:
It all begins on a pre-war morning in a typical suburban home near Nashville, TN. You’re sick in bed, being mooned over by your spouse as he/she prepares to take the kids to school. Suddenly, sirens! Begin a frantic time-limited section of grabbing necessary items and valuables from the house and then make your way as best you can, dealing with panicked and rioting people along the way, to reach the vault the family has bought a stake in…only for the character to be denied entrance because of your illness. Say your goodbyes then rush to find a suitable shelter in one of several possible locations, none of them truly sealed.
That’s right, the main character is a ghoul.
After the intro play should consist of several chapters, each separated by years or even decades, allowing the player to watch the effects of their actions shape the world around them over the course of several generations. The primary storyline should revolve around attempts to make the world habitable for your descendants, coming to terms with being forgotten by them and probably not well accepted due to your not being human anymore, and ultimately realizing that the vault they were in was of the psychologically damaging variety, meaning that in the end the family you’ve worked so hard to protect may not actually be fit to rule the kingdom you’ve built them. The final ‘big bad’ depending on your path through the game might your own great grandchild.
Expect more thoughts/detail to come.
Theoretically I do think it’s possible to make everyone happy with a single engine. If fully zoomed in you are in real-time FPS mode, just like F3 and NV (though with no VATS). Zoom out to a 3rd-person overhead view that still plays F3/NV style, but now it’s generally more friendly for unarmed/melee play. Zoom out all the way, however, and the action should automatically pause and the interface switch over to being a cursor-driven affair. All the calculations and graphics are the same but now the world only moves while your character is carrying out commands (including ‘wait’), though perhaps intentionally not quite as fast as someone skilled in FPS/Action games could manage in real time. End result is that the brokenly overpowered VATS is dead and more strategic players have a comfortable option to replace it.
2) Story overview:
It all begins on a pre-war morning in a typical suburban home near Nashville, TN. You’re sick in bed, being mooned over by your spouse as he/she prepares to take the kids to school. Suddenly, sirens! Begin a frantic time-limited section of grabbing necessary items and valuables from the house and then make your way as best you can, dealing with panicked and rioting people along the way, to reach the vault the family has bought a stake in…only for the character to be denied entrance because of your illness. Say your goodbyes then rush to find a suitable shelter in one of several possible locations, none of them truly sealed.
That’s right, the main character is a ghoul.
After the intro play should consist of several chapters, each separated by years or even decades, allowing the player to watch the effects of their actions shape the world around them over the course of several generations. The primary storyline should revolve around attempts to make the world habitable for your descendants, coming to terms with being forgotten by them and probably not well accepted due to your not being human anymore, and ultimately realizing that the vault they were in was of the psychologically damaging variety, meaning that in the end the family you’ve worked so hard to protect may not actually be fit to rule the kingdom you’ve built them. The final ‘big bad’ depending on your path through the game might your own great grandchild.
Expect more thoughts/detail to come.