Fallout and the Trouble with Speech

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  • čas přidán 1. 08. 2020
  • Fallout has had a complicated relationship with the speech skill for over two decades at this point, but how did this come to be? Let's dive into the history of the franchise, and try to figure out whether this problem can ever be solved...
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    Fanfare for Space, Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
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Komentáře • 2K

  • @drake8050
    @drake8050 Před 3 lety +2856

    Jon, never hover over the child perk while talking about seduction.

    • @yiaboi2287
      @yiaboi2287 Před 3 lety +89

      It's somehow creepy , if you read your comment 3 or 4 times

    • @joshualeahy2162
      @joshualeahy2162 Před 3 lety +50

      @@yiaboi2287 *Seduction*
      Bruh.. 👁️👄👁️

    • @imchipjames
      @imchipjames Před 3 lety +25

      @A M you've avoided being put on a list this time.

    • @DM-qm5sc
      @DM-qm5sc Před 3 lety +14

      He knows what he was doing.

    • @courier6960
      @courier6960 Před 3 lety +39

      Honestly, I thought the idea of the child at heart perk was rather creepy...

  • @Thepiller
    @Thepiller Před 3 lety +993

    An option to scare Lanius because you had killed Joshua Graham in Honest Hearts would be awesome.

    • @PrototypeSpaceMonkey
      @PrototypeSpaceMonkey Před 3 lety +304

      Or convincing him that you ARE Graham (or his vengeful ghost or something) maybe a check to see if Graham's gun is in your inventory: "Do you recognise this, Lanius?"

    • @justinlynch9248
      @justinlynch9248 Před 3 lety +79

      @@PrototypeSpaceMonkey That would of been bad ass.

    • @overdrive023
      @overdrive023 Před 3 lety +11

      PrototypeSpaceMonkey hohohoho that would have been so cool

    • @kaiserkiefer1760
      @kaiserkiefer1760 Před 3 lety +35

      Bring Graham to lanius and see a mega confrontation

    • @aquapb893
      @aquapb893 Před 3 lety +8

      PrototypeSpaceMonkey replaying NV now. Guess I know what I’m using to put a cap in Lanius’ ass

  • @urthofthenewsun8465
    @urthofthenewsun8465 Před 3 lety +113

    Lucius: Caesar is dead at your hands. This crime cannot go unpunished.
    [Carousing 100] * Perform the Coffin Dance. *

  • @ionceateapinecone
    @ionceateapinecone Před 3 lety +266

    My biggest issue with how speech is handled in Fallout is that it almost never opens up more gameplay but serves as a method of avoiding it. Rather than talking your way into a new gameplay path, you end up talking your way out of quests, like:
    "go fetch this thing from this place"
    "but what if I didn't?"
    "that works too, here are some bottlecaps and directions to your next quest"

    • @dukeofnuke2446
      @dukeofnuke2446 Před 3 lety +13

      In Fallout NV there are several quests which are only accessible with a higher speech check

    • @ionceateapinecone
      @ionceateapinecone Před 3 lety +10

      I love that the only retorts are “yeah but the one Bethesda didn’t make is good”, like yeah no shit. Obsidian found a way to make barter one of the best skills in the game FFS, they actually understand how to build a game in this universe.

    • @dukeofnuke2446
      @dukeofnuke2446 Před 3 lety +2

      @@ionceateapinecone Is that directed at me?

    • @12halo3
      @12halo3 Před 3 lety

      Thats fallout 3 not new vegas.

    • @jebalitabb8228
      @jebalitabb8228 Před 3 lety +16

      @@12halo3 ah yes because “come fly with me”, one of the longest side quests in the game can’t be skipped with speech right? That would be crazy

  • @Sgt_Robo
    @Sgt_Robo Před 3 lety +537

    Honest hearts had a knowledge system involved in dealing with one of the caravaneers, ricky i think. If you had been to vault 22, you could call hin out on his lie about his origin, if you had power armor training or were a memeber of the BOS you can call out his lie about killing power armored troopers, as well as normal speech checks, as well as guns and medicine checks

    • @codsworth3996
      @codsworth3996 Před 3 lety +87

      DLC's are smaller thus allow developers to focus more on stuff like this.

    • @thomaswindyeagle1176
      @thomaswindyeagle1176 Před 3 lety +21

      Ricki and fantastic are my two favorite idiots

    • @GameHub561
      @GameHub561 Před 3 lety +43

      @@codsworth3996 It's not just that the DLCs are smaller it's also because they're made after the game so the time limit isn't at much.

    • @stm7810
      @stm7810 Před 3 lety +10

      Yeah, I forgot that I had installed a mod that made the gay perks give power armour training (which was obviously a bug fix since all the gay characters can use power armour) so I used confirmed bachelor to call him out.Just find that amusing for some reason.

    • @louisvaught2495
      @louisvaught2495 Před 3 lety +8

      Yeah, but that really doesn't count because of how limited it is.
      There are better examples of that, to my mind. Lots of the quests have branching conclusions based on what you wind up figuring out - there's no reason that couldn't be extended to the wider wasteland.
      A simple example is just Veronica letting you into the brotherhood bunker. She is the human embodiment of knowledge that you could gather to open a hidden dialogue option.

  • @Serdar146
    @Serdar146 Před 3 lety +1596

    The biggest problem the dialogue and speech in the RPGs is actually the workload it puts on the writer team. Designers can always can come up with a nice, efficient dialogue system, but eventually it all comes down to how many writers you have, and how good they are, and they have to be really good to overcome a system of this scope. And from what we have been seeing, there aren't enough qualified writers in the market, at least for one team to gather that many.

    • @SuperAquiredTaste
      @SuperAquiredTaste Před 3 lety +44

      I don't know how hard it would be to write (for a professional writer) as the system does give a check list to the writers for what the dialogue should be as it tells you what a character is thinking. I agree with the point of quantity though, writing all the different scenarios would take a long time and drain resources

    • @phatbassanchor
      @phatbassanchor Před 3 lety +37

      Lately, I've been playing a few graphic novel style rpg games and am enjoying them immensely. They offer on going replay-ability as every choice or combination of choices you make can yield different results including who lives and dies, who is ally, enemy or lover and ultimately how the story ends. One I played had over a dozen possible endings both good and horrifically bad. These are adult games and do feature intimate role play animations in addition to the main story and sub plots. So, to remain family friendly I will not mention specific titles and other details here in this public forum. But, they are certainly fun :)
      Adventure on friends, Phat

    • @freakymoejoe2
      @freakymoejoe2 Před 3 lety +89

      Especially bad for Bethesda as they don't actually hire writers. Their designer's just wear two hats

    • @JeoshuaCollins
      @JeoshuaCollins Před 3 lety +68

      You're absolutely right on the money, Serdar. As a modder, I've looked at the dialogue system of Fallout 3, New Vegas, and 4. Each system, to varying degrees, has the ability to implement and and all of the suggestions in this video. You could, for example, make the Knowledge/Reputation system Many A True Nerd described here happen. It would just take a bit of work, setting some invisible quests that mark whether you've met the prerequisites he speaks of, and linking the respective paths in the conversation to having passed said quest stages. It would just be a lot of work, and it's not how they did it in the game... but it's completely possible. All it would take is a determined effort to set it up that way.

    • @ChlorideCull
      @ChlorideCull Před 3 lety +36

      The writers don't have to be better than what we already have, but you need more of them to cover the extra work, and restructure how you do the writing to split people into smaller teams, to avoid the synchronization penalty that comes with working in a large team.
      Honestly, the game industry could use some internal restructuring anyways, because it's insane how some companies get any games out of the door with how they are structured!

  • @CokeDrkrNotSnrtr
    @CokeDrkrNotSnrtr Před 3 lety +1767

    "Legate! What are you doing back here?"
    "Brothers, we should give up and leave."
    "What are you talking about! We outnumber the remaining NCR forces. Why should we give up the dam."
    "I... I was convinced, that's all. If we stay in the west, we lose the east, because we'll be spread too thin."
    "Uh huh, and who convinced you?"
    "The, uh, guy over there in the armored vault suit."
    "THAT guy? He's the dumbest person, unironically, in the whole wasteland!"
    "He, uh, just convinced me. Anyway, my decision. We're leaving."

    • @ConkerTheCat
      @ConkerTheCat Před 3 lety +296

      To be fair he was right, stay in the west lose the east, win the battle, lose the war.

    • @hi_mom_im_on_youtube
      @hi_mom_im_on_youtube Před 3 lety +304

      Implying anyone would actually question Lanius

    • @BoroMirraCz
      @BoroMirraCz Před 3 lety +93

      Lanius didn't seem even to be that intelligent to understand such argument. I find that a bit immersion breaking...

    • @ConkerTheCat
      @ConkerTheCat Před 3 lety +204

      @@BoroMirraCz We dont know Lanius intelligence, for all we know he could be a master planning who just happens to like ripping people apart.

    • @monkeman5895
      @monkeman5895 Před 3 lety +153

      Conker The Cat Lanius was stated by Joshua to not really care much for logistics and such unlike Caesar but he is good at leading armies. Also I’m pretty sure that Lanius is a bit unhinged so his mental capabilities is probably all over the place

  • @FallenCause
    @FallenCause Před 3 lety +466

    Wolfgang: You're gettin' mugged, kid!
    Nora: No, you're getting mugged!
    Wolfgang: Augh! How the hell does that even work?!
    Seriously though, when he's told to get lost even he sounds disgusted that he has to obey the game's programming.

    • @knellycornnan5132
      @knellycornnan5132 Před 9 měsíci +7

      Whats funny is that you can have a better result if you ignore the charisma option and tell him you will talk to trudy. If you do that you can get both of them to be at peace and can use both as vendors.

    • @some_shitposting_idiot3023
      @some_shitposting_idiot3023 Před 5 měsíci

      lanius: ive been built up as a mindless murderer who WILL slaughter anyone in sight and the price of failure in the legion is worse than death
      courier: go away
      lanius: ok ok im going sheesh

  • @metronicmagician1816
    @metronicmagician1816 Před 3 lety +474

    One of my favorite examples of speech not done with the speech skill is the Ulysses fight where you can use the recordings and your own deduction to win. Now there is a way to win with speech which I find to be kind of dumb, but having the ability to beat him with knowledge you’ve gained along with having to properly use this knowledge should be the gold standard to speech winning a boss fight.

    • @l33tspaniard
      @l33tspaniard Před 3 lety +66

      Metronic Magician and even if you do all the stuff, you can still blow it by making him believe you learned the wrong lesson 👌

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety +22

      Yeah, but on the other hand you encounter the problem of "facts and logic" speech boss battles being kinda stupid with people specifically like Ulysses.
      Ulysses is irrational. He has this absurd hatred for you, for an accident. So his solution is to deliberately bomb something *you* care about, eye-for-an-eye mentality. While he *ALSO* plans to kill you, specifically.
      His whole "i need to teach you a lesson that your actions have consequences" mentality is blown to the Nth degree. You talk Ulysses out of his vendetta by telling him "Hey youre wrong, stupid, you even said so yourself lol".
      If you want a good skill-less Speech boss battle Id substitute Fallout NV for Star Wars: Knights of the Old Republic 2.
      While I despise kotor 2 on the whole, the first major speech interaction with a jedi is precisely about ideologies, preconceptions, biasses and how we tread these things. It is *IMMENSELY* gratifying to naturally, through your own application of logic, "defeat" an opponent by robbing them of sensible counter argument.

    • @darrenmills3943
      @darrenmills3943 Před 3 lety +4

      That also happens to be a very appropriate way to deal with Ulysses given the nature of his character.

    • @l33tspaniard
      @l33tspaniard Před 3 lety +43

      Heimskr, Prophet of Talos you don’t talk down ulysses with facts and logic. You do so by learning about him (or ed-e) and using that information accordingly. If you try to challenge his worldview with logic Ulysses will force you into a confrontation.

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety +7

      @@l33tspaniard
      Hense why "facts and logic" is in quotation marks - im being hyperbolic, because the "facts and logic" meme is, as you may have guessed...
      A meme.
      Moreover, you invalidate your own argument.
      "You talk Ulysses down by learning about him and usong that information accordingly"
      Yes. By using the *FACTS* in his past and *LOGICALLY* concluding the "lesson" you need to parrot to Ulysses to get him to back down.

  • @spacecadet1520
    @spacecadet1520 Před 3 lety +929

    on the subject of splitting up the speech skills, I really think armor should influence the way people react to your skill checks. It always caught me off guard that I could walk into the white glove society wearing blood soaked raider gear, and have them respond to me the same way they would if I was in a 3 piece tux, especially since new vegas had a system of disguising yourself.

    • @peterknutsen3070
      @peterknutsen3070 Před 3 lety +78

      Sure.
      The problem is, then you’re going to want the publisher to add some kind of macro functionality to the UI, so that with a single keypress you can have your character swap between his Talky Loadout and his Fighty Loadout.
      So since you were going to use that macro function anyway, why not just simplify things by assuming that your character already changes to appropriate outfits automatically, without you the player having to allocate any time or attention to it?

    • @Markblood889
      @Markblood889 Před 3 lety +129

      Peter Knutsen cuz paying attention to it is what makes it meaningful

    • @peterknutsen3070
      @peterknutsen3070 Před 3 lety +59

      Real Human
      No.
      Gameplay, whether in a computer game or a tabletop RPG, is the process of making meaningful decisions.
      It’s *not* a meaningful decision whether you’re going to change out of your power armour, take a shower, and put on your fancy tuxedo, before you go to talk to the polite NPCs.
      It’s a no-brainer. You will always do that. It’s predictable. It’s the exact opposite of making a decision that is interesting.

    • @spacecadet1520
      @spacecadet1520 Před 3 lety +109

      ​ @Peter Knutsen with that logic, then all of the disguises in FO:NV are completely pointless because the game should just automatically make myself look like who ever I'm dealing with. And in that same vein, why let the player choose what weapons they use, when you could just have the game auto equip the best equipment for you? Why even have an inventory screen at all? Giving the player the agency to choose what they look like is part of the fun of an RPG.
      That's ignoring the fact that the player might also want to play the game in less then optimal conditions. I could see a play through where you have to wear the worst possible equipment at any given moment being really interesting to work out a solution for, but if the game just auto equipped the player the best appearance for the current circumstance a run like that wouldn't be possible.
      edit: and I wouldn't want that to be a UI Macro. Changing your appearance shouldn't be easy, and as an aside, it would finally give a in game purpose to barbers and plastic surgeons. A clean shaven, well dressed business man wouldn't be the best build for intimidating a raider boss onto your side. However, if you dropped a few hundred caps to grow out some mangy facial hair, give yourself an 8 inch scar across your eye, and lob your ear off for a bonus on your speech check, it could be a very cool and immersive way of calling out the fact that you look nothing like you should in the context.

    • @kmg2480
      @kmg2480 Před 3 lety +57

      @@peterknutsen3070 I never did like how you could just change clothes in the middle of a conversation to arbitrarily raise certain stats. As tedious as it would be, the only way that clothing influencing speech would work in my mind is if you could only change clothes from a wardrobe in each settlement, that way, if you want to wear armour, you won't get any special bonuses, and adversely, clothing that gives you speech bonuses would leave you open to attack if you're ambushed whilst in normal dress, for example. Something like that, anyway.

  • @SkaterBlades
    @SkaterBlades Před 3 lety +622

    "You cannot negotiate with radscorpions"
    *fallout 4 has entered the chat*

    • @GameHub561
      @GameHub561 Před 3 lety +17

      True but also that's more of a threaten thing.

    • @IMP_ROM
      @IMP_ROM Před 3 lety +29

      @@GameHub561 *PACIFY*

    • @GameHub561
      @GameHub561 Před 3 lety +5

      @@IMP_ROM Same thing isn't it, you got to threaten someone to pacify them considering pacify isn't a diplomatic term.

    • @protojager
      @protojager Před 3 lety +11

      The pacify system could be great, if it took into account how many allies that npc has nearby, how many allies the player or their allies has killed since the encounter began, and how well armed the player is, you shouldn't be able to pacify a raider in a group if you are solo, unless he is isolated and at a strategic disadvantage.

    • @IMP_ROM
      @IMP_ROM Před 3 lety +1

      @@protojager True.

  • @BrentODell
    @BrentODell Před 3 lety +763

    It's refreshing to find a discussion of the franchise that doesn't boil down to Black Ilse/Obsidian = good, Bethesda = bad

  • @theprofessionalfence-sitter
    @theprofessionalfence-sitter Před 3 lety +528

    I think something similar to Deus EX: Human Revolution might work, where, to solve problems diplomatically, you have to pick the right dialogue options yourself and your speech skills/perks only help you make the right choices.
    Imagine something like this: for each conversation, the game could keep a hidden score of how far you are to convincing that person. If you say the right thing, that score goes up and if, at the end, your score is high enough, you unlock the special speech option to actually get what you want. If your speech skill is high enough, the game could give you hints as to which options are the correct ones - at lower levels, you will be shown a basic personality profile for the person you are talking to, with more things added the higher your speech is, at higher levels, the game will reveal your current conversation score, and at very high levels, the score required to succeed will be reduced.
    That way, speech would no longer be a guaranteed win button, and dialogues would be somewhat more gamified. It would also tie in well with the knowledge based approach, as learning about your target or what you are going to be talking about can help you gauge which options might be more convincing. Perhaps, this system could also be tied in with a reputation system - if people like you, they will be more easily convinced by what you have to say, further reducing the score required to "win" conversations.
    Edit: Some further thoughts: How about having reputation be a multi-level system. You could have one global reputation, a faction reputation, local reputation, and person specific reputation all influencing your possible dialogue outcomes to various degrees, which will be impacted by a new value, call it "fame". Your fame represents, whether you are mostly keeping a low profile, or are acting very publicly. The higher your fame, the grater the impact of your global and faction reputation will be (everyone will recognise you as the famous person who did [something] and judge you for it). In contrast, if your fame is very low, only the individual persons opinion will play a factor (they have, at best, heard vague rumours about you and would rather make up their own mind about you).
    Also, what if there were some sort of benefit to conversations going very badly? Say, you already know that you don't want to resolve a problem peacefully, then you could try to provoke your opponent at every turn during the conversation to try to get them to do something stupid and make the fight easier for you.

    • @reconarmor99
      @reconarmor99 Před 3 lety +75

      The problem with that system though is that anyone who isn't role-playing I'd just going to save scum, it won't be good for a every playthrough after the first since you could just remember which options give you the win, and most importantly the dialogue options would need to be written VERY WELL to avoid "glass him" moments where the player is confused by/misinterprets the option

    • @somewhatsomehow1491
      @somewhatsomehow1491 Před 3 lety +31

      honestly the problem with fallout speech, or most modern Bethesda rpg speech in general, is lack of characterization in dialog tree.
      the reason why the knowledge-based speech for the master in fallout 1 stand out so much in my mind is that there is a lot of characterization in that dialog tree, while a lot of newer titles doesn't really offer that. they just basically all went "okay" and walk away. Granted improving the writing does not necessarily fix the game balance, but it helps with player enjoyment overall, and that is more important IMO

    • @ManyATrueNerd
      @ManyATrueNerd  Před 3 lety +224

      Interestingly, classic Fallout had a perk that would suit this system very well - Empathy, which tweaked conversations so you could detect how positively or negatively somebody would react to what you were about to say.

    • @ArgandTabletop
      @ArgandTabletop Před 3 lety +15

      This proposed system seems similar to Vampyr, in which you have to learn more about your victims in order to get the most benefit from feeding off of them. I would also use a multi-opinionated system, in which different options increase different values, and those values are weighted differently depending on the NPC's personality. For example, you could have respect, fear, and friendliness, and different people are more responsive to different values. Additionally, increasing fear could decrease friendliness to add more complexity. Just some thoughts.

    • @trogdor8764
      @trogdor8764 Před 3 lety +8

      Dear lord no. Deus Ex: HR/MD's speech battles were terrible, unintuitive, awkward trainwrecks where conversations did not flow logically, and any given dialogue options may or may not work seemingly at random. And further complicating things in MD, you had weak and strong victories and defeats depending on how arbitrarily well or poorly the character decided to react to what you said during any given attempt. In short, keep that shit far away from my beloved Fallout.

  • @ScienceFiction216
    @ScienceFiction216 Před 3 lety +367

    In terms of alternate systems, there was also the recent Deus Ex: Human revolution's approach- every NPC you try to convince has a different blend of three personality types, the levels of which aren't revealed initially to the player. The player has three approaches they can take, which have different levels of impact for each personality blend a character has. The conversation has multiple phases, where your initial phases are spent gauging the personality of the character by their responses to your approach and the later ones picking the options most compatible with their personality and your desired outcome. The result were sorts of 'verbal boss battles', where things like convincing a suicidal man to put down the gun wasn't a straight skill check and involved a degree of intuition by the player. The downside being there wasn't much replay-ability- once you knew what someone is like, subsequent playthroughs are easy to talk through.

    • @beskarbaron6503
      @beskarbaron6503 Před 3 lety +16

      What year are you living in that Deus Ex HR is recent?

    • @ScienceFiction216
      @ScienceFiction216 Před 3 lety +55

      @@beskarbaron6503 I guess I was thinking compared to the original fallout. It's still within the last decade, though I admit I hadn't realized it'd been nine years. Compared to the one I played before that, Invisible War 17 years ago, it feels recent. I was in gradeschool for one and living on my own for the second, so my perception of time may be warped.

    • @GradivusGFX
      @GradivusGFX Před 3 lety +6

      Isn't Kingdom Come: Deliverance something like this?

    • @Alex-0597
      @Alex-0597 Před 3 lety +12

      @@GradivusGFX Sort of. You have three diplomacy skills and choosing an associated dialogue option matched your skill with the other person's skill. If yours is superior enough, then the option succeeds.

    • @robbert-janmerk6783
      @robbert-janmerk6783 Před 3 lety +14

      @@beskarbaron6503 Once you get old, a decade will be rather recent. (And Deus Ex : HR is rather recent compared to Deus Ex, as well)

  • @MunchyInTechnicolor
    @MunchyInTechnicolor Před 3 lety +421

    I think one of the reasons why Fallout 4 felt so disconnected in terms of its story and factions was that the reputation system was pretty much nonexistent, despite the fact that it could have been implemented in spectacular fashion.
    Like one of the big complaints from players about the Minutemen is that, if you are the General and have pretty much rebuilt the faction, why do people still not recognize you or the role that you've played? A reputation system could have definitely opened up dialogue options for that specifically and rewarded the player for joining said faction. Like, if you were the General before meeting Danse or Maxson, they would instead offer a chance to negotiate a peace treaty rather than ask you to join the BoS.
    Something like that would have made the game feel a lot more connected, I think.

    • @adamgray1753
      @adamgray1753 Před 3 lety +29

      Your post is very good, Munchy. I entirely agree with you there. This is one of the many reasons why I have not played Fallout 4 in a long time, but recently started to play a new playthrough. After playing Fallout 3 that Reputation System was jawdroppingly great and horrifying at the same time. Great because your Reputation precedes you. You could up to easily convince others to do your bidding whatever that may of been in those instances. In Fallout 4 though... wow... the entire effin' world revolves around you yet does not at the same time. Almost exclusively through Random Events do the hostile NPCs *not* assail you the instant they see you. I remember in Fallout 3 the world did not revolve around you, and pretty much noone gives a crap about you. All because to the NPCs you are just someone else to pick on and/or worse. It is also natural for seemingly everyone in a post-Apocalyptic world to be some of the biggest dicks around. I wonder if there is a Reputation System mod for Fallout 4.
      Also, Nuka World for Fallout 4 completely breaks the main game's storyline if you are aiming to be friendly or more so with Preston Garvey at least. To me Nuka World was a massively missed opportunity to set up the Raiders for ultimate failure with the faction(s) you have sided with prior to Nuka World, side with the Raiders, or go solo (with Dog Meat) and kill every Raider in Nuka World your way. It would of been fricken fantastic to be able to summon the BoS to Nuka World and watch your allies just slaughter the Raiders and other enemies with extreme prejudice. With the Minutemen it would of been fantastic to turn *every* area of the park into unique Minutemen Settlements, but the ultimate Minutemen prize would be the park itself. You take all of Nuka World as a Minuteman and you would have the ability to turn Nuka World into the *new* official Minuteman HQ. For the Railroad.. I am not sure. I have never actually sided with them nor the Institute (The Illuminati, lol). Though the Institute idea would turn the entire park into the Institute's official on-ground HQ for you to build up from a piddly operation to a new level of horror for the Commonwealth.

    • @magnuscarlsson9969
      @magnuscarlsson9969 Před 3 lety +20

      I mostly got annoyed that Garvey just went on and said "Hey you are the leader now!" the moment you join, when later quests clearly show that there's other more senior members still alive out in the wasteland. It would be better if the specific Minutemen reputation would had been a military system. Then you would start out as a private, being part of a group you don't lead yourself perhaps even have Garvey being your units commander. Once you officially become a commander you would start out as a 2nd Lieutenant, with a group of minutemen following you around(which would be affected by the charisma perks).
      Once you hit the top rank(probably general), It would had been a fun interaction to be able to order squads out to defend settlements who was under attack or bring your own personal units. Then they could had used the settlement system to facilitate military headquarters. For example you always had one squad aviable from Fort Independance, but if you put some effort into it you could form a squad at the Red rocket truckstop, they would require settlers to help provide food, some special buildings, enought beds etc. Could also had been fun if you could invest into the squads making their gear better(without the trade - hand out stuff). Now Fallout 4 basicly means that you don't need any help since you eventually go god-mode, but it would feel like you had climbed in the ranks at least.

    • @adamgray1753
      @adamgray1753 Před 3 lety +3

      This would do been so much better than just artillery support, @@magnuscarlsson9969.

    • @canadianchill6606
      @canadianchill6606 Před 3 lety +8

      @@magnuscarlsson9969 You’ve got some cool ideas, but I dunno if starting out at such a low rank would make much sense, considering you essentially helped Garvey rebuild the entire organization at the start.

    • @magnuscarlsson9969
      @magnuscarlsson9969 Před 3 lety +6

      @@canadianchill6606 Well that's somewhat true. I just find it so infuriating that Garvey choose to be below you so early on. I highly doubt that any reasonable person would just hand command over so easially, even if they don't see themselves as a leader figure.

  • @CreativityCurve
    @CreativityCurve Před 3 lety +64

    I think Disco Elysium is probably the best modern example of how to do speech checks in an engaging way. The attention to detail in that game is simply jaw dropping in that regard

  • @jesterslight
    @jesterslight Před 3 lety +479

    All I want is for the people making the next Fallout game to watch these essays. Even if they don't go with your solutions, I just want them to understand these issues.

    • @peterknutsen3070
      @peterknutsen3070 Před 3 lety +15

      I just want them to think about those issues.

    • @simonlindner693
      @simonlindner693 Před 3 lety +21

      @The Nova renaissance that's not gonna happen. Skills are too RPG-ish, and that's sadly a niche these days. Bethesda have shown time and time again they want to market Fallout as a shooter with slight RPG influences, bringing back skills would be the exact opposite.

    • @darrenmills3943
      @darrenmills3943 Před 3 lety +9

      that's actually a really good point. They don't necessarily have to agree with the diagnoses and/or solutions, just understand what the fans are thinking

    • @badjuju2721
      @badjuju2721 Před 3 lety +8

      @@simonlindner693 Idk if i'd call RPG's a niche in the way the word niche is implied, The Witcher 3 has sold over 20 million copies since its release, Cyberpunk 2077 has at least over 1 million pre-orders so far. I think the main reason why Bethesda's game are getting simpler and simpler is a combination of laziness and dislike of RPG's complicated mechanics, When was the last time Bethesda made a innovating change in their games/development cycle?

    • @duderanch18237
      @duderanch18237 Před 3 lety +4

      @@simonlindner693 Yup - FO is going more and more FPS. It's sad. That's not why I played Fallout.

  • @sanicyack1691
    @sanicyack1691 Před 3 lety +171

    I always thought the best way to deal with the Lanius issue would be to simply convince his bodyguards to side with you, both of the backstories given to Lanius give the impression that he'd fight to the death for the sake of fighting, wouldn't be too farfetched to say the praetorians with him wouldn't be of that mentality, and knowing things such has what happened to the burned man could intimidate them into betraying the legion to avoid being executed for being part in the high command of a failed legion military operation

    • @JB-xl2jc
      @JB-xl2jc Před 3 lety +36

      Fallout 2 Spoilers (referenced in video)- that's exactly what happens with the Enclave Sergeant in Fallout 2. By that point you've activated the base's self destruct and they realize that their management has no real plans to get them off the rig. You basically say "Look, I have a boat and I'm leaving. Help me kill that mutant freak in our way and you can join me. Otherwise you die.".

    • @bebo2629
      @bebo2629 Před 3 lety +10

      That is such a great selution and would fix my biggest poblem with new Vegas.

    • @BoroMirraCz
      @BoroMirraCz Před 3 lety +15

      This is a great idea. Lanius was hyped up to be a brute force of death. And then he ends up getting convinced by an argument he probably lack the intelligence to comprehend. Nice writing there, Obsidian...

    • @CloakofAuron
      @CloakofAuron Před 3 lety +8

      @Son Gohan It's contrived bullshit that doesn't make logical sense in context, and it's purely there in service to you getting an achievement and unique armor if you dumped into Speech. Lanius is RIGHT THERE ON THE DAM, he's ready to take it, and as a killer and conqueror, that would be the one moment where you have no chance to talk him down. It's bad writing, stop making excuses for Obsidian.

    • @bebo2629
      @bebo2629 Před 3 lety +4

      @Son Gohan Well the other Fallout bosses are in a situation in which it makes sense Lanius is not. The legion does everything to get the dam and than just leaves because you say "bigger empire means that your army needs to be in more places at the same time". Duh. The hole point of the battle of the dam was that they need fresh water and energy but that they spend all that and just leave.

  • @totalmindfreak3318
    @totalmindfreak3318 Před 3 lety +48

    So the Courier, who cheated death in a grave near Good Springs, cheated death once more and the Mojave wasteland was forever changed.
    And they somehow did it with speech 1

  • @8bitarmory846
    @8bitarmory846 Před 3 lety +21

    I feel like Acadia's fate was a step in the right direction for 4, even if it was too little too late - it's left to not only a charisma check, but how many people you helped in Far Harbor.

  • @coyote47713
    @coyote47713 Před 3 lety +296

    Isn't there a speech check with Dean Domino in Dead Money that locks his bad end?

    • @Smeghead76
      @Smeghead76 Před 3 lety +97

      Yeah, it's basically the very first Barter check you get the option of making with him

    • @cookies23z
      @cookies23z Před 3 lety +14

      yup :) and I did it my first playthrough (and second)

    • @BoroMirraCz
      @BoroMirraCz Před 3 lety +52

      Yeah... and it's one of the worst parts of the DLC. This goes so much against RPG design. Some random speach check that doesn't even imply it would lead to bad outcome... and it causes bad outcome hours later. Terrible terrible DLC...

    • @Smeghead76
      @Smeghead76 Před 3 lety +116

      @@BoroMirraCz I didn't mind it, myself. It made you _think_ before blindly reaching for the extra XP for passing a skill check.

    • @coyote47713
      @coyote47713 Před 3 lety +77

      @@BoroMirraCz I disagree with Dead Money being a bad DLC but I with you about it being an odd choice for a skill check to be a bad thing

  • @l33tspaniard
    @l33tspaniard Před 3 lety +70

    I’d give Fallout 2 more credit bc the speech options quietly have other stat requirements, specific dialogue paths, an sometimes die rolls

    • @TheRadPlayer
      @TheRadPlayer Před 3 lety +18

      Quite a lot of Perception and Intelligence checks, too. Not that New Vegas lacked those, however.

    • @louisvaught2495
      @louisvaught2495 Před 3 lety +2

      That's actually a major and repeated failing of Fallout 2 - obfuscating mechanics is a bad approach, because a game is a transaction.
      You can tell Obsidian/Interplay thought that way as well, because in Fallout New Vegas they made the checks visible and obvious. Even then, it still didn't fix the core problem of how goofy simple checks are.
      Knights of the Old Republic (and even Fallout 4, honestly) does this a lot better, where you can have persuade options available that have a better or worse chance of working, and you have to sort through which ones will work and what kind of outcomes they will give. Rather than speech checks being the reward, they're part of the challenge.
      Fallout 4's approach in particular was frustrating because the implementation showed promise but the execution was incredibly shallow, but that's honestly the theme of that game.

  • @crazeelazee7524
    @crazeelazee7524 Před 3 lety +25

    I think the final fight speech 100 option should have been something along the lines of "1v1 me scrub" so if you have speech 100 you would only fight Lanius instead of him and his guards.

    • @jf8350143
      @jf8350143 Před 3 lety +8

      There is a option for you to challenge him in a one on one fight. Can't remember whether it is speech related or not.

    • @ianrocco8453
      @ianrocco8453 Před 3 lety +1

      But we weren't in front of Orgrimmar.....

    • @TheMetalButcher
      @TheMetalButcher Před 3 lety +5

      @@jf8350143 75 or 85 I think.

    • @akundaruratkalalupa9710
      @akundaruratkalalupa9710 Před 3 lety +1

      Lanius forfeit does make sense, as the courier explained to him that taking over hoover dam and vegas will be their downfall (Legion lack of resource), which is the same problem that NCR encounters, that also lead to NCR downfall as well (assuming the courier did not help NCR to fix their shit one by one. And Courier being not sided with anyone). The problem though, it should not be unlocked with speech only, it should also depend on your Intelligence stats (to understand the problem as a whole), and how many side quest about NCR's problem that you did. Otherwise people that rush the main quest would be confused with courier's speech check, as the problem is not so obvious (unless you do a lot of NCR side quest).

    • @AvengerAtIlipa
      @AvengerAtIlipa Před 4 měsíci

      ​@akundaruratkalalupa9710 I don't think Lanius cares about the long-term. He doesn't care about the Legion, he was only loyal to Caesar. You killed Caesar, and so there shouldn't be a way to talk him down.

  • @Soren015
    @Soren015 Před 3 lety +11

    Thinking of knowledge-based speech checks, one of my favorite quests in good old Morrowind was the quest to become Archmage of the Mage's Guild. The current Archmage basically doesn't want you to advance any further in the ranks, and so he tells you to "figure out what happened to the dwarves" as an official assignment for the Guild, and it sorta seems like you are just being blown off - It being one of the major mysteries of the Vvardenfell setting, and all.
    But you can solve it. The game won't tell you how, and it won't bloody hold your hand for a second, but the clues are out there, or at least enough to go back later and make a solid scholarly presentation for the guy, which will make him (grudgingly) acknowledge your effort. I miss Morrowind.

  • @dpwellman
    @dpwellman Před 3 lety +537

    I love these essays. When we going to get something of the classics? You promised, Jon.

    • @Justin-ShalaJC
      @Justin-ShalaJC Před 3 lety +9

      He did promise.....

    • @CokeDrkrNotSnrtr
      @CokeDrkrNotSnrtr Před 3 lety +20

      I still say he should attempt an INT 3 run of Fallout 2.

    • @natetheblaziken6337
      @natetheblaziken6337 Před 3 lety +4

      He promised but I don't remember if he said when he would do it so I'll just sit and wait *pulls out guns& bullets magazine* ooh this one talks about shotguns my favorite~

    • @dagothur2666
      @dagothur2666 Před 3 lety +4

      The old classic Fallout crippled limbs were terrible, I spent 3 hours trying to figure out wtf to do🤣

  • @AvatarRiku
    @AvatarRiku Před 3 lety +157

    “Of course we’re not going to engage Lanius directly, we’re going to nuke his camp from orbit with that thing I set up at Helios One and then immediately use Esther.”

    • @SvendleBerries
      @SvendleBerries Před 3 lety +24

      Its the only way to be sure.

    • @WackoMcGoose
      @WackoMcGoose Před 3 lety +26

      "You brain-damaged lunatic! The Dam was in the blast radius! You've flooded the south Mojave!"
      "[Intelligence 1/3] haha space laser go pew pew"

  • @ItsIntelligentDesign
    @ItsIntelligentDesign Před 3 lety +23

    It’s funny, was just having this conversation with some other game dev friends. We all agreed that RPG designers need to start tying Speech skills into exploration skills. For example, maybe you know the Big Bad lost his childhood teddy bear, and if you find it AND also have a maxed Speech skill you can talk him down. Or do checks on Speech and Perception, like your character’s ability to notice something and properly express it.
    TL;DR - straight Speech checks are boring and often *more* immersion breaking than not being able to interact with the world via speech

  • @WhyName
    @WhyName Před 3 lety +20

    The way you convince the master he is wrong is perfect, as far as I'm concerned.
    Maybe make it not rely on speech skill to do it, but make the skill act as a safety net in case you mess up though.

    • @monkeman5895
      @monkeman5895 Před 3 lety +2

      Indeed. Using speech as a failsafe for if you chose the wrong line/need more evidence to convince the guy you’re talking to that you’re right is how it can be improved

    • @scienceviking4490
      @scienceviking4490 Před 3 lety

      Having the skills as a safety net reminds me of the Shin Megami Tensei series. In that series, you can negotiate with the enemies to get them to leave, give you things, or even join your side. Most of the negotiating is done by the player choosing dialogue options, but having a specific skill can make the enemy overlook one bad dialogue choice, or maybe them demand less money in exchange for helping you. Skills supplement your decisions, rather than replacing them.

  • @atchmon902
    @atchmon902 Před 3 lety +11

    Something I loved about the old games, any insult or back talk resulted in a conflict. But it was to the point NOT having enough speech skill hindered gameplay. So even if you picked the right speech option, you had no idea it was a speech check, and when you failed, you'd again go into another conflict.

  • @TheChnecht
    @TheChnecht Před 3 lety +71

    I well remember my OCD dad (real OCD, not the m&ms are weirdly sorted in a meme-OCD) save-scumming through all the speech checks and the "stealing back the money from winthrop after him repairing". Man.. these were good times.

    • @Copperhell144
      @Copperhell144 Před 3 lety +2

      @sgt dornan But then you don't get to have check fail dialogues, which can be pretty fun

    • @comicsans1689
      @comicsans1689 Před 3 lety +2

      @sgt dornan I really like how Fallout 3 does speech rolls. It feels true to table top role playing. I can't stand how New Vegas and 4 handles speech and other skill checks.

    • @thosebloodybadgers8499
      @thosebloodybadgers8499 Před 3 lety +3

      @@comicsans1689 the problem is that failing a similar check in a TTRPG isn't a complete game over for your character. Mostly because you had a party that covered your other blind spots so even if you failed, the other ways through were available, which Fallout 3 sort of does by making combat a mix of character and player skill, but in a very sloppy and ultimately unsatisfying way. But also because due to the presence of a GM such failures always had a "silver lining" of sorts so failing rarely feels damning and can even lead to different quest resolutions that Fallout 3 does not account for, making speech a very linear skill.
      If Fallout 3 was more similar to say, Disco Elysium, with the way it treats skills, then I'd agree wholeheartedly, a dice roll would work fantastically.

    • @Benkenobi8118
      @Benkenobi8118 Před 3 lety +2

      @sgt dornan that's actually not true, at least for fallout 1. there's speech checks with die rolls, Identical load-outs have different outcomes from these speech checks, and the requirements are obscured. Same with certain lockpick checks - where there's a minimum skill requirement, beyond which the lock cannot be picked, and a maximum where the check is guaranteed. Between that the lockpick can fail on an individual attempt. IMO, it's a better game design than straight pass/fail.

  • @JasonGodwin69
    @JasonGodwin69 Před 3 lety +20

    Deus Ex had a great Speech system where you, the player, had to choose the best dialogue option based on who you were talking to AND which of the 3 personality types they have and what you know. Fallout 1 had something like that but Deus Ex pushed it further.

  • @101Phase
    @101Phase Před 3 lety +41

    You can also look at LA Noire, which is basically knowledge based speech: THE GAME

    • @matman000000
      @matman000000 Před 3 lety +25

      Except you never know what Cole will actually say. "Doubt" can mean anything from an empathetic assurance to him yelling at a witness that she's a crazy old hag.

    • @seanmcintier5226
      @seanmcintier5226 Před 3 lety +4

      @@matman000000 *Presses x to Doubt*

    • @brohvakiindova4452
      @brohvakiindova4452 Před 3 lety +3

      @@matman000000 I fucking hated the facial expressions this game got so praised for
      everyone, after answering an uncomfortable question, would just look like they just shat their pants and squint very weirdly
      combined with the vague idea of your direction with an answer it felt mostly like a coinflipper
      the last two deus ex games did a good enough job at persuasion imo
      also I would like to see less shortcut dialogue checks in fallout but rather have just additional info on quests or just background story etc.

    • @charlie1234500
      @charlie1234500 Před 3 lety +1

      @@brohvakiindova4452 The game was ahead of the time when it came to facial animations. It's still arguably better than the games that come out today despite it being so dated (literally almost 10 years old, if not more). There's WAY more intricacies and details that technology can capture the face of an actual person. More so than you will ever see today and probably still for quite a while, no matter how many balls or dots are plastered onto an actor's face.
      It's uncanny because the technology was not there. But if it brought onto the mainstream market today and modernized, it would be a significant improvement.
      Facial animation today is: it's either servicable/generic or broken. Nothing new is being done, despite desperate efforts of trying to achieve realism (even photo realism) in everything else.

    • @brohvakiindova4452
      @brohvakiindova4452 Před 3 lety +2

      @@charlie1234500 you could argue that half life 2 was the last time the mainstream gaming industry did a major leap in facial expressions because what you said still holds true for half life 2 (to a lesser extend ofc)
      LA Noire was a good first step technically but looked more artificial than a good looking game that lacks facial expressions

  • @RedB3aronch
    @RedB3aronch Před 3 lety +68

    I'm always fond of these videos. I espacially like the inclusion of "Outer Worlds" and "Crusader Kings II" in the process, as :
    -Series have been featured on the channel.
    -I love these games, they are great.
    -Video essays about only the 6 fallout games may at some point repeat themselves

    • @Waskomsause
      @Waskomsause Před 3 lety +2

      I'd say The Outer Worlds kind of has some big flaws that you can bring up as well, seeing as how a LOT of people have come to think of it as an average and boring game after they praised it for so long. Hell, I thought it looked amazing until I watched an LP of it, looked it up, and saw that the 100% LP someone did was basically all there is in the game. No replay value is it's biggest flaw, but that's a pretty huge one.

    • @NewbOoyNS
      @NewbOoyNS Před 3 lety +1

      @@Waskomsause What? The game has 2(could argue 3) distinct different endings, each planet has 2 different distinct story ends to them. Not to mention the build/companion variety you can do in-game.
      Sure the game is not a 10/10 game, I never really understood the big hype when it released. But it's one of the few first-person RPGs that is above average in the last decade. (Which is a niche market in the age of third-person action games.)

    • @jakelangley624
      @jakelangley624 Před 3 lety +1

      @@NewbOoyNS yes but skills don't really matter because you're basically god by the end anyway

  • @kaiserslavaniaashur1623
    @kaiserslavaniaashur1623 Před 3 lety +45

    Deathclaw: *Unholy screaming*
    The solde survivor: Easy there boy
    Deathclaw: “Oh im sorry- here let me become your temp companion”

  • @thehulkster9434
    @thehulkster9434 Před 3 lety +69

    I've actually been thinking about the Legion and their philosophy a lot recently, and I'm not sure if Obsidian was incredibly sloppy or secretly brilliant with the Legion. Think about just about anything you're told about Legion strategy and military ideology - they frown upon the use of guns and explosives (or pretty much any technology), they want to face their enemy head on honorably, Lanius is a butcher who would never back down or surrender. All of that is claimed, none of that is true. Legion mine up everything, they had spies in the NCR well before the first battle of Hoover Dam, they have sabotage and infiltration operations, their elite troops often use anti-material rifles or riot shotguns, they use dirty bombs and radiation in suicide infiltration missions, and Lanius is remarkably level-headed and tactical and understands strategy enough to know to back down when a campaign is unwinnable. So I wonder how much about the Legion is intended to be propaganda vs. what is just sloppy writing or conflict between story and gameplay needs.
    But that's a discussion for another video. Speech in New Vegas is blatantly broken. Speech is a necessary skill, more so than any other skill. I wish they had more speech checks like Ulysses from Lonesome Road. You can also use reputation checks, or have listened to his logs, or have upgraded ED-E, or have speech 100. But even with all of that, if you choose the wrong option and imply that you are trying to trick or manipulate him, regardless of whether you succeeded or failed, he turns hostile. Or like Dead Money, where some of the checks actually backfired in the long run because the companions resented you for what you said or did. There were ways to make the system work, but the final bosses of the main campaign were just not well designed.

    • @EkkieEkk
      @EkkieEkk Před 3 lety +20

      It's all pretty intentional, it's even explained in game that the progression of the legion is that you start with bad equipment and with just melee weapons then as you survive you get better gear and given higher ranks.

    • @solarwrath1313
      @solarwrath1313 Před 3 lety +17

      if i remember correctly there is quite a lot of cut content about caesar's legion, i imagine it would have given us more insight into the faction, but we will never know i guess

    • @tbotalpha8133
      @tbotalpha8133 Před 3 lety +52

      Well, yeah. They're fascists. Of course their ideology is self-contradicting horseshit. It's the same in any society that's ruled by violence. The higher up the pyramid you go, the less and less anyone gives a shit about the stated rules, and just does whatever they want because no-one can stop them. The plebians are fed whatever excuse is most useful at any given time, and just have to learn to live with the contradiction, because they lack the power to take their "betters" to task over it. The Legion denies medicine to their grunts on the grounds that medicine makes them weak. But Caesar has an Auto-Doc attached to his bed, and a major Legion questline focuses on you fixing said machine so it can cure Caesar's brain tumour.
      The Legion doesn't exist to uphold any grand idea of re-building civilization. It exists to empower and comfort Caesar, and let him enact whatever whims he likes upon the world. Every aspect of their ideology, every twist and turn... it all comes back to ensuring Caesar's power and comfort. The grunts are kept under-equipped and under-medicated, so that A. they're desparate for the privileges that come with rising in rank, that can only be attained by sufficient bootlicking; and B. if they realise how horseshit the system is, they can't easily overthrow their superiors. This is why none of Caesar's closest men point out the contradiction between his ideology and his actions. They don't care. They're there, not because they actually believe Caesar's horseshit, but because they bent the knee enough for Caesar to deem them useful. And now they're all living in the lap of luxury, they don't want to risk losing their privileges by pointing out what a twat Caesar is.
      The Legion's ideology is a tool for controlling the plebs. The ideology-breaking privileges are a tool for controlling the nobility. Because that's all Caesar's Legion is - a feudal monarchy. It just happens to have a particularly well-educated monarch at the moment.

    • @comicsans1689
      @comicsans1689 Před 3 lety +10

      @@tbotalpha8133 The Legion Did Nothing Wrong. Death to the NCR!

    • @JazzyRiot79
      @JazzyRiot79 Před 3 lety +7

      @@tbotalpha8133 well put, however I will say aside from Joshua Graham, Lanius, Silus and Vulpes majority of his higher ups definitely drink the Legion kool aid, it's been stated before that Caesar would likely have mutiny on his hands if more of his legion knew that his whole "Son of Mars" claim is bullshit and his "original" ideas for an imperialist society are all a copied and pasted sham stolen from a long dead empire that existed almost 1500 years prior.

  • @richarddavie6396
    @richarddavie6396 Před 3 lety +9

    The Lonesome Road DLC contains dialogue trees that after you talk to Ulysses and get enough information on the Legion and Lanius, you get a more unique method of convincing Lanius that history would repeat itself and he needs to withdraw from the dam to sustain the legion.

  • @rashkavar
    @rashkavar Před 3 lety +22

    I wonder, have you ever played Deus Ex: Human Revolution? It has a dynamic form of dialogue challenges thar come up at specific points in the game - they're effectively boss fights, and sometimes result in a traditional boss fight you could have avoided if you fail them. This wouldn't work for general use case examples, but for scenarios on par with talking to the Master or to Lanius in Fallout, it's excellent for fleshing out the actual conversation involved. DX:HR's version is fairly simple behind the scenes - there's 3 lines you can say, and they increase or decrease the persuasion level of a character by a set amount. They then pick a response using a combination of where in the conversation they are, how convinced they are, and RNG, and you get to respond to each point that's mentioned. It's multi-stage like the Fallout games big speech encounters, but much more variable and much harder to read what you should be saying.
    The place where DX:HR outshines Fallout is that incorrect responses are not easily identifiable:
    Take Fallout's conversation tree with the Master - I noticed one point where you've got two options. "You're lying to yourself because you don't want to accept the truth" or "oh, you're right, the data I presented must be wrong." It's pretty clear which one is pressing the conversation onward toward the goal of proving mutants are sterile and which is backing down and either giving up or fighting it out.
    Conversely, take the first dialogue challenge from DX:HR. You're talking to a terrorist who has a gun to the head of a hostage. He's part of a group that spurns augs - cybernetic augmentation - but you encountered someone from his group that has a hacking aug who committed suicide before you could capture him. He's under a lot of stress, the building is surrounded by a SWAT team and you, a character with a lot of heavy duty combat augments - a walking nightmare, from his pro-natural viewpoint - just walked into the room. One of the augments you can get will fetch a summary of their psych profile from some database, and in this case, the guy is listed as "Emotional, excitable, and irrational" and "slightly desperate at times, feels misunderstood, and has a high opinion of himself."
    Your three options are to be humble, to empathize, or try to reason with them, though exact details vary and unlike with Fallout 4's dialogue system, highlighting an option actually gives you the full text, or at least a very thorough summary, of what you're going to say. No misunderstandings of the prompts, just working out which of three options (which are usually all pretty reasonable approaches to take in general) will work best to influence a specific character in this specific moment. And it's not consistent - even in the first and simplest example, there are possible dialogue options where the approach he responds best to in general will not be the best one.
    Sounds like a lot of work to build these conversations, right? I'm sure it is, but so is any actual boss battle, too. At least, any satisfying one. There's 7 of these challenges over the course of Deus Ex: Human Revolution, and they get increasingly difficult as you deal with more and more sophisticated, dangerous or simply stubborn characters, and the subjects of conversation become increasingly difficult to understand what will work best. As I recall, the last one involves a philosophical discussion of the value of cybernetic augmentation to society with a live broadcast to the world running in the background.
    The game as a whole is pretty decent, but for me, this conversation piece is the one big game mechanic I remember fondly. I've forgotten like 90% of the game, and those conversations still stick with me.

  • @ganondorfzant
    @ganondorfzant Před 3 lety +21

    This is easy, put the Speech check up front and from there a player needs to make an argument as to why they are right and if they argue poorly then they fail.

  • @crickett3536
    @crickett3536 Před 3 lety +29

    I wasn't expecting to see GURPS in this discussion, but it DOES explain the use of Diplomancy in FO. I definitely skipped New Vegas' end boss by taking high speech Every. Single. Time. I'd love it if you needed special, hard to get items/skills to actually talk down someone in major quest points, not just the end boss, like the Master. But if they have the time, then Jon's recommendation of background tracking your rep. is a good idea.

    • @vexili
      @vexili Před 3 lety +1

      Lady Crickett or just don’t use speech? Who plays the same type of character over and over again

    • @crickett3536
      @crickett3536 Před 3 lety +1

      @@vexili lol, me. I just can't seem to help myself. I will di different weapons runs but still always live charisma characters by the end of a run

    • @kouron
      @kouron Před 3 lety +1

      ​@@vexili I do too. I play most of NV once a year or 1 1/2, always v. hard, hardcore, shotgun perks and good speech.

    • @Mysmarttelevision1989
      @Mysmarttelevision1989 Před 2 měsíci

      @@vexilistealth archers in Skyrim

  • @jansenart0
    @jansenart0 Před 3 lety +49

    25:40 Well if it wasn't a term before, "frogurt-ing" is now. Wouldn't be the first time The Simpsons embiggened the language.

    • @peterprime2140
      @peterprime2140 Před 3 lety +11

      I don't see a problem with "frogurting", it sounds like a perfectly cromulent word.

    • @peterprime2140
      @peterprime2140 Před 3 lety +1

      I feel the to point out that you used embiggen wrong. It's more along the lines of "possessed by", not "made larger".

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety +2

      @@peterprime2140
      Citation needed: Marvel (a property of Disney, who also owns Fox who in turn own The Simpsons) uses the turn _specifically_ to mean "make larger" or "expand"

    • @peterprime2140
      @peterprime2140 Před 3 lety +2

      @@brosephnoonan223 In the episode that's literally how it's used, "The noblest spirit embiggens the smallest man"

    • @jansenart0
      @jansenart0 Před 3 lety +3

      @@peterprime2140 "embiggens" means "makes bigger". Thus its use when applied to "the smallest man".

  • @justderp5713
    @justderp5713 Před 3 lety +153

    Initially read it as “The problem with free speech”

    • @metetural9140
      @metetural9140 Před 3 lety +19

      kimball: hey I know this one too!

    • @leeboy26
      @leeboy26 Před 3 lety +27

      The Enclave: Good observation, will ban immediately.

    • @bebo2629
      @bebo2629 Před 3 lety +14

      That is the video the enclave would make.

    • @Pchlster
      @Pchlster Před 3 lety +32

      Well, he is from the UK...

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety +9

      @@Pchlster
      Underrated comment

  • @reginaldmudford9722
    @reginaldmudford9722 Před 3 lety +18

    I like the idea of speech being heavily based apon other aspects of your character besides charisma.
    And I really like the idea of having different choices with meanginful and diverse results.
    I think the problem with wholly basing it on this is that to me the point of being able to have flexible character creation is that your character can adopt specific tropes that you like.
    And being a charismatic leader or "sweet talker" "con man" etc trope requires a skill or at least perks to be able to focus on this area.
    The guy/gal who is socially adapt, a high EQ. They might not be smart, or strong or even intelligent, but they are likable, can read people, and know how to manipulate
    IMO a combination of player dialogue choice, reputation and skill/perks would be perfect!
    A balance between actually making the right choice and putting player skill to the test, and your characters ability

    • @joshKozak
      @joshKozak Před 3 lety

      Reginald Mudford This is probably the best way to fix this. EQ maybe as the new, charisma stat. And charisma more like a perk or a stat that can still be numerical over the npc.

  • @dragoknight377
    @dragoknight377 Před 3 lety +11

    It's funny to hear that 76 was able to IMPROVE on speech.

  • @Skycroft1000
    @Skycroft1000 Před 3 lety +11

    There's a lot to learn from Alpha Protocol, in discussions like these. Now, AP suffered from the same problem as Fallout 4, with only 3/4 approaches. But one of those approaches was _information_ which worked exactly as you discussed, and every character reacted differently to each of the three approaches, both positively and negatively - and sometimes you _wanted_ characters to react to you negatively. Of course, AP was a small, contained story, and that is certainly part of it as it allows you to dive much more into individual character reactions than a sprawling open world can, but I still think it did amazing with what it had.

    • @Sines314
      @Sines314 Před 3 lety +4

      I was thinking of AP myself. I really liked how the three different kind of answers wasn't you developing the personality of your character... but rather a character who knew how to talk differently to different people. I liked how you could learn who preferred what, and adapted appropriately. It was a really good dialogue system. Not one that would work well with a game that had a Speech Skill, but it was still quite unique.
      It's a real shame AP ended up being a dead-end series. I can't recall, but I think it had serious business problems. And it never got enough love and appreciation for people to learn from the stuff it did really well.

  • @TheGrinningViking
    @TheGrinningViking Před 3 lety +86

    "Bloody ell Bethesda, there were a lot of babies in that bathwater! Sorry that was mean."
    No Jon, that was endlessly too nice and endlessly too forgiving.
    I'm glad you're a nice guy though 👍🏼

    • @BoroMirraCz
      @BoroMirraCz Před 3 lety +1

      No, it would be mean and far-fetched if it wasn't meant as sarkasm...

    • @TheGrinningViking
      @TheGrinningViking Před 3 lety +5

      @@BoroMirraCz It's pretty accurate to what's been going on lately.
      It's none of the game designers fault either, they have new ownership that seem to be stupid/a bag of ducks and are clearly driving the changes behind the scenes.

  • @ANunes06
    @ANunes06 Před 3 lety +11

    "Oh dear... I gotta know what the cc algorithm has to say about this intro."
    CC: "good afternoon unless you're what i'm john says buddy a true and welcome."
    "... Yeah... that's what I heard too..."

  • @AmandaDavis6130
    @AmandaDavis6130 Před 3 lety +6

    I wonder if something like an alternate rule for D&D I’ve seen would work: basically all skills have an associated attribute, but the game master could change that attribute if it seems appropriate. The example they give is changing a Swim (Strength) check into a Swim (Constitution) check if you’re swimming slowly but for a long period of time, or if you’re holding your breath. In Fallout this could take the shape of Speech (Charisma) checks for talking at parties, Speech (Intelligence) for convincing someone to use a particular tactic, or Speech (Perception) to play off their reactions.

    • @ErzengelDesLichtes
      @ErzengelDesLichtes Před 3 lety

      Plus Speech (Strength) for intimidation.

    • @DiceSully
      @DiceSully Před 3 lety +1

      I think D&D has a great system for the difficulty of persuasion too. Though at the whim of the DM, the DC required for a speech check should consider, NPC's opinion, what the player says (i.e bringing up knowledge gained via intelligence or context), the NPC's agenda and more. All before even getting to how good the player is at persuasion/deception/intimidation.
      While a DM will do it by rough judgement/gut feeling, all of those can be assigned numbers to calculate a DC.

    • @nicholass1280
      @nicholass1280 Před 3 lety +3

      @@DiceSully An important note for any discussion about D&D is that it is so very inconsistent between who and how competent the DM is

    • @DiceSully
      @DiceSully Před 3 lety +1

      @@nicholass1280 haha that is very true! But a "cpu DM" behind a fallout game should at least be consistent

  • @Mankorra_Gomorrah
    @Mankorra_Gomorrah Před 3 lety +19

    I’ve always wanted a speech system where the “Speech check” is more like a lockpick check. If your speech/charisma is high enough you can enter into a dialogue mini-game where your success is based off the choices you chose during the mini-game. Perks, skills, quests, and even items might even give you the ability to say something that you otherwise wouldn’t have available. So for example having completed the main quest and killed the big bad guy might give you a dialogue option that allows you to point out you’ve taken on powerful enemies and won which would be very convincing to a lot of characters, assuming your have the skills to negotiate with them in the first place.

    • @amouse213
      @amouse213 Před 3 lety +11

      Gamifying Speech with a mini game has been done before alla the speech wheel in Oblivion. I'm not sure if you meant a system similar to that but in my opinion the Oblivion mini game was confusing and it broke the flow of the conversation. It has probably been the only game ive ever played that gamified speech in a literal mini game.

    • @Mankorra_Gomorrah
      @Mankorra_Gomorrah Před 3 lety +4

      amouse213 no the mini-game in Oblivion was terrible because it wasn’t dialogue based. What I’m talking about would be dialogue based. You’d have the standard dialogue wheel and if you had the speech skill for it there would be the option to negotiate. That would open a new dialogue wheel (much like when you select the ask question dialogue option) in this new dialogue menu you’d have to select the right options to convince/intimidate them. More options would appear in the menu depending on certain conditions like quest completions, perks, skills, etc... To make things even better its very easily scaleable so a more difficult speech check would require you to select several correct options whereas an easier one might only require you pick one good option.

    • @bemusedalligator
      @bemusedalligator Před 3 lety +4

      @@Mankorra_Gomorrah so like the Deus ex: Human Revolution speech system? Where you can get the upgrade that makes arguments easier and lets you interrupt people and stuff, or you can not get that and struggle a bit more.

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety

      Thats just Dues Ex

    • @vexili
      @vexili Před 3 lety +2

      Please God no more fucking mini games

  • @genericinternetperson
    @genericinternetperson Před 3 lety +14

    The "Frogurting" bit was brilliant. I love the term!

  • @ryanrusch3976
    @ryanrusch3976 Před 3 lety +4

    This video speaks to me, the first time I played Fallout 3 without using the Speech skill was the most fun i'd had in a Fallout game. Having to actually discover evidence in the quest homecoming and more just made me love that game.

  • @brettsmith9772
    @brettsmith9772 Před 3 lety +6

    I played Gurps with my dad over 20 years ago. It was my first roll playing game and I enjoy it to this day!

  • @kingoftherevolution4855
    @kingoftherevolution4855 Před 3 lety +30

    Well i guess Dan's flight sim can wait for this.

  • @jreese2474
    @jreese2474 Před 3 lety +38

    Reminds me of a recent conversation I had about the cannibal perk. To my mind whole towns should shut the door on your face once word gets around that you eat people. Yet it never seems to come up.

    • @aethonz
      @aethonz Před 3 lety +18

      I like to think it's from all the years of the townspeople enjoying 'igunana' on a stick. They have the craving, too

    • @parrottarot995
      @parrottarot995 Před 3 lety +7

      It’s probably because their fine with it as a concept because of the hard times everyone has fallen on but they just don’t wanna see it because it’s nasty

    • @deathbyunicorn5213
      @deathbyunicorn5213 Před 3 lety +3

      @@parrottarot995 that makes sense, but isn't the perk supposed to make people hate you?

    • @parrottarot995
      @parrottarot995 Před 3 lety

      @@deathbyunicorn5213 I don’t remember I don’t read the perks I just pick them and figure it out

    • @deathbyunicorn5213
      @deathbyunicorn5213 Před 3 lety +6

      @@parrottarot995 with cannibalism, anyone who sees you eat someone hates you because it's a crime against nature

  • @stryletz
    @stryletz Před 3 lety +4

    You can talk Eden into destroying the Enclave base, which is kinda like the speech check with The Master.

  • @sernoddicusthegallant6986

    MaTN: Regards talking down Lianus with logistics as a negative because its against what weve established as his character
    New Vegas Stans: *Crucifying intensifies*

  • @pitchforker3304
    @pitchforker3304 Před 3 lety +19

    It would be interesting if a speech check opened a new *dialogue branch* where a player could dig for new information, be clear to persuade/bully/etc. and of course, still possibly screw things up. Not just hit a bullseye. Awesome video, Jon!

  • @brickct123
    @brickct123 Před 3 lety +286

    You can't stall on FO4 YOLO forever, Jon, I've been waiting since you finished NV YOLO...This time, I don't think you're gonna make it

    • @dpwellman
      @dpwellman Před 3 lety +7

      Is it too easy to die in FO4?

    • @brandondrake4609
      @brandondrake4609 Před 3 lety +30

      David Wellman To easy to take damage and any rads are less health permanently

    • @daedlus7323
      @daedlus7323 Před 3 lety +2

      Id think it be easier than fallout 3 which he did fine

    • @tite93
      @tite93 Před 3 lety +4

      He really has to do it after TLOU2, if nothing else comes up. Would be fun to watch, especially if he does it on survival difficulty

    • @WillD1990
      @WillD1990 Před 3 lety +17

      Watching his max health shrink as he hes through the glowing sea, simultaneously rushing to avoid rads and patiently dodging ghouls and deathclawd is what im looking forward to.... that sounded evil

  • @Yannis1a
    @Yannis1a Před 3 lety +2

    I thought that this would make the Charisma stat useless, but thinking about it, you could use the Charisma stat for your rewards for quest and trade like in F76, but also to improve your companions stats and you could also you it to reduce negative effects or improve the positive effects of your reputation and karma

  • @shorewall
    @shorewall Před 3 lety +1

    These essays are legit some of the best videos you've put out. Well done!

  • @ijtzoi7640
    @ijtzoi7640 Před 3 lety +96

    "Speech has never been gamified," more than that, they actually got rid of a gamified speech system! Fallout 3 used a lot of Oblivion's systems, and Oblivion has an... attempt at a gamified speech. Big ol' wheel of Joke-Coerce-Boast-Admire where you have to judge their expression over each of four and give some energy into an abstracted conversation you apparently have where you do all four of them to everyone, and everyone loves one of the four and hates one of the four. It was nonsense and no one liked it, they would just occasionally run into someone who'd demand we spam abstract small talk (a quarter of which they hate) to fill their disposition of us until they suddenly trust us enough to talk about their secret criminal society. There might be something to having making small talk with someone build or maintain a relationship, but removing Oblivion's system was probably one of Fallout's better moves.

    • @freakymoejoe2
      @freakymoejoe2 Před 3 lety +4

      for sure

    • @lordcherrymoore5252
      @lordcherrymoore5252 Před 3 lety +12

      I actually liked the oblivion speech system. Like most hive-mind internet memes, I think most people hate it because they think they need to hate it a la the pineapple pizza conversation in animal crossing. (hating pineapple pizza is trendy, like being scared of clowns or being grossed out by the word "moist".)

    • @freakymoejoe2
      @freakymoejoe2 Před 3 lety +25

      @@lordcherrymoore5252 no it's actually just not very good. There's no meme about it. Same with the dialogue system in fallout 4. widely disliked for good reasons

    • @lordcherrymoore5252
      @lordcherrymoore5252 Před 3 lety +5

      @@freakymoejoe2 Hey you're opinion. Worked fine for me. Can't say the same thing about FO4. That system was boring.

    • @themadpyro8560
      @themadpyro8560 Před 3 lety +9

      @@lordcherrymoore5252 >(hating pineapple pizza is trendy, like being scared of clowns)
      uhhhhh.... what?
      People have always complained about pineapple on pizza and being scared of clowns has been a trope for as long as clowns have been around.
      I'll give you moist though. It's just a word.

  • @AkerreBeHere
    @AkerreBeHere Před 3 lety +14

    I do very much love these video essay's. I would say this one of my favourites, despite me initially thinking that I may find it the least interesting; this, I think, is due to the fact that it is a specific thing you are diving into meaning you are able to seriously talk about every element. Thank you!

  • @troslan4685
    @troslan4685 Před 3 lety +5

    Frank Horrigan is the only last boss in fallout games that you HAVE to fight, and if you try to worm yourself out with speech he just says "we just did time to die"

    • @troslan4685
      @troslan4685 Před 3 lety

      @Ring-a-ding-ding baby they can't and you can get Granite company witch shows how powerful Horrigan is

  • @richgaming3686
    @richgaming3686 Před 3 lety

    These are arguably my favorite fallout videos from you. The way you break down the games, their strengths and weaknesses. The way you dive deep into the core issue at hand, with various facts and examples. You make me think critically about a game I should love no matter what, as I was raised on fallout and never once had a negative experience with the game as a whole. Keep up the good work man, you're my favorite gamer nerd by far, and I hope you stay that way

  • @welldeweye4233
    @welldeweye4233 Před 3 lety +222

    Jon just needs to be hired as a creative director already.

    • @Safetytrousers
      @Safetytrousers Před 3 lety +13

      Why when Bethesda can just watch these videos?

    • @paulm.8660
      @paulm.8660 Před 3 lety +17

      He has so many more good ideas that fall short of a full essay I'm sure

    • @HeyImLucious
      @HeyImLucious Před 3 lety +37

      I can guarantee you that Bethesda's team has had similar ideas and even more. Problem isn't coming up with them, its implementing them in a timely fashion that creates a good game for a cheap cost. The whole "timely" and "cheap cost" aspects are what create the gimped mechanics we deal with.

    • @ChlorideCull
      @ChlorideCull Před 3 lety +19

      Lucious Don't forget having to strike a balance between satisfying the hardcore fans, as well as the casual audience who makes up a lot of the sales. That's the biggest barrier when it comes to time.

    • @HeyImLucious
      @HeyImLucious Před 3 lety +10

      @@ChlorideCull Very true. When it comes to RPG style games, "creative depth" and "accessibility" are often inversely proportional. It doesn't matter how gorgeous and well thought out your story is if normies (see: casual players) aren't willing to jump in that rabbit hole.

  • @T--xo2uq
    @T--xo2uq Před 3 lety +7

    Using in-universe information as a speech checks is a really good thing for a post apocalyptic world, because of course information is scarce in a world with no internet. It would be the bottleneck that requires a protagonist to intervene.

  • @olivierloignon6237
    @olivierloignon6237 Před 3 lety

    Thank you Many A True Nerd, for your video essays on topics like Fallout. these are my absolute favorite, I love how much thought and passion you put into your work and life as a youtuber!

  • @wesleyhunter4262
    @wesleyhunter4262 Před měsícem +1

    If you pass the speech check for three dogs then help him anyways he gives you a key to a supply of somewhat rare items and weapons. They should have used that as the reward for passing the speech check so you can go grab some extra supplies for what could be considered a rather hard early game dungeon

  • @kmg2480
    @kmg2480 Před 3 lety +32

    I always preferred the New Vegas speech over 3/4, as you can't reload the game until you pass the percentage check. That being said, it does make the game remarkably easy in places. I recall several occasions in The Witcher 3 where you can do a speech check that is of short term use, but causes complications down the line. More things like that in Fallout would be welcome.

    • @ManyATrueNerd
      @ManyATrueNerd  Před 3 lety +20

      Yep, it's a bigger discussion than the scope of this essay, but there are occasions where New Vegas is weakened by having a clearly optimal solution, where everybody wins, everybody likes you more, and there's no downsides whatsoever - though these do most often show up as a result of speech.

    • @5Andysalive
      @5Andysalive Před 3 lety +6

      If you do that (save scum), that is alone your problem. You can't blame the game for it. You're probably not too concerned with Roleplay or immersion anyway then. Literally every RPG system has dices or other means of randomising. When you talk with people, real players or story npc, you should not know that you WILL win (or not) an argument. That is not how dealing with people works! That ruins storytelling.
      Even beyond "immersion"... a genuine gameplay/story downside is that you will NOT try an interesting option or way in a dialogue (that might open up a new option) because you are told (34/50) that you will NOT succeed. If you remove that, even failing could open up new options or development in story or dialogue, make them more natural and interesting.
      That's why NV and especially Tow feel so mechanically and predictable in quests and stories.
      I don't care if i get precise predictions for lockpicking or hacking, or combat it takes nothing away from gameplay. But that 34/50 bs in a dialogue system instantly disqualifies said game as an "real RPG".
      MAybe that's why NV has to cramp all possible options in the first dialogues, while F3 layers and hides further variations behind choices. And if you have no chance whatsoever, a option does not even appear.
      That's why people think Obsidians playing by number story games have more dialogue options. They very likely don't.
      Of course Obsidian also wraps absolutely everything around a faction system, which makes 2-3 sets of options mandatory and quests predictable.

    • @kmg2480
      @kmg2480 Před 3 lety +9

      @@5Andysalive I respectfully disagree. I concede that every RPG has RNG elements in it, but other games do a much better job of preventing it from being tampered. In the Fire Emblem game released on the Switch last year, for example, you can turn back time in a battle, but it will not change the outcome of any given turn. If you missed a 95% attack, turn back time and try the same attack again, you will still miss, forcing you to try something different, or do the same thing albeit in a different order. Same goes for proficiency exams in the game; the percentage chance of you passing is locked in at the start of every in game month, meaning that you can't 'save scum'; you are forced to improve your stats and hope you pass the following month. If something akin to that was implemented into the aforementioned Fallout games, I wouldn't have as much of an issue.

    • @cartermariano
      @cartermariano Před 3 lety +1

      @@5Andysalive This is why I really like Obsidian's system in Tyranny, if I'm not mistaken, where it hides the options you can't use. If you don't know what you're missing, you might be discouraged to save scumming.

    • @kmg2480
      @kmg2480 Před 3 lety +2

      @@5Andysalive I'll meet you halfway if we can agree on the point that The Nova Renaissance just made. Have it so that percentage rolls are invisible, and on top of that, make it so there is a manifestly clear consequence to failing on most occasions. One fair example from Fallout 4 was how you could extort more money out of people when accepting a quest. They might offer 100 caps, and you could raise it to 125, 150 and finally 200. If you push for 200 and fail, they'll send you straight back to 100 and refuse to budge. There's a sense of risk/reward there that could be better Incorporated into the dialogue on the whole, I feel.

  • @quinndavis4575
    @quinndavis4575 Před 3 lety +6

    I feel like a better ending to New Vegas would have been if instead of having Lanius standing down the player could trick him into going berserk or talk him into fighting the legion. Like how the master destroyed everything when he saw the futility of his own plans, Lanius may try to kill the Legion after seeing the futility of conquering the west. It isn't a perfect ending and I think any way of using exclusively speech to kill Lanius would feel weird but at least him fighting his way out would be in character for him even if he wasn't fighting the player character.

    • @quinndavis4575
      @quinndavis4575 Před 3 lety +4

      @The Nova renaissance yeah exactly, to me the best way to get rid of the Lanius problem is to cause a splinter in the Legion itself, Lanius is said to be loyal to violence so therefore it makes sense that he could be manipulated into fighting the Legion if he felt they were against him. He even has a history of fighting his former accomplices if he felt they weren't up to his standards.

  • @mysteryblankdspace4342
    @mysteryblankdspace4342 Před 3 lety +17

    Quick trivia note: I always wondered about the name of Tenpenny tower..strange quirky name. I might have found its inspiration though. Idk but I live in las vegas and drive for Lyft/Uber. I have to pickup/dropoff at a fancy semi-exclusive tower named Turnberry tower..

    • @darkokat
      @darkokat Před 3 lety +2

      Tenpenny tower is in fallout 3, not new vegas

    • @mysteryblankdspace4342
      @mysteryblankdspace4342 Před 3 lety +2

      I'm well aware of that... But they were develeped at the same time and very probrably had communicative overlap creatively

    • @derekmensch3601
      @derekmensch3601 Před 3 lety +5

      @@mysteryblankdspace4342 they weren't developed at the same time. And also 2 different companies built the games

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety +5

      @@mysteryblankdspace4342
      Thats... Thats so wrong it hurts.
      **Firstly:** Fallout 3 and NV were _NOT_ developped cocurrently. Not even remotely. The *talks* about Obsidian *potentially* developing *A* Fallout game began in mid-late 2008, and Obsidian wouldnt even get the go-ahead until later that year.
      The game took 18 months to develop, releasing in the October 2010. Long after the release of Fallout 3.
      **Secondly:** The two teams had little to no creative contact. New Vegas wasnt even intended to be exclusively set in Nevada, and had to be scaled down dramatically to its Vegas locale - making "Vegas" and its trappings as far an idea for the Fallout 3 team as you possibly get.

  • @classicoz
    @classicoz Před 3 lety

    Each and every one of your fallout video essays are top quality, this one was no exception; amazing.

  • @DrLipkin
    @DrLipkin Před 3 lety +15

    Did Jon ever get around to playing Witcher 3? I'd be interested in seeing his reaction to how factions, reputation, negotiations, and speech are handled in that game. And since he's such a big fan of exploration being rewarded with new information that alters quest outcomes, it seems like he'd be a fan.

    • @CornishPeabody
      @CornishPeabody Před 3 lety +5

      Unfortunately not. He's mentioned a few times that he is very wary of LPing extremely long games, so the chance of a full LP appearing on the channel of the Witcher 3 is practically zero in my opinion...

    • @BoroMirraCz
      @BoroMirraCz Před 3 lety +9

      Witcher 3 is overrated in many aspects. The writing is OK, but that's all. Especially the exploration in Witcher 3 is botched beyond reason...

    • @jf8350143
      @jf8350143 Před 3 lety +6

      There is no factions, reputations and speech in Witcher 3.

    • @NewbOoyNS
      @NewbOoyNS Před 3 lety +2

      @@jf8350143 All of those are ingame, however none of them are tied to any stats, since it's not a sandbox game.

  • @CatspawAdventures
    @CatspawAdventures Před 3 lety +38

    I'm a simple man: I see MATN and Fallout, I click.

  • @agentmahou6222
    @agentmahou6222 Před 3 lety

    Jon, I adore all the work you put into everything you do. Your lets plays are some of the best edited on CZcams and your essays are well thought out and expertly argued. I can't wait to see more content like this. Keep up the awesome work!

  • @Captainoob
    @Captainoob Před 3 lety +7

    27:42 "Barclay, Barry, Bert, Bort? Ah come on man, Bort?"
    Love the simpsons references!

    • @Local_commentor
      @Local_commentor Před 3 lety +1

      Are u the real captainnoob that makes fallout 4 videos

  • @vissenekku
    @vissenekku Před 9 měsíci +3

    Confusing thing is, "Barter" skill is a thing, but it just doesn't do anything.

  • @stuntmankelp3198
    @stuntmankelp3198 Před 3 lety +4

    Tbh I just like hearing Jon talk about things he’s passionate about

  • @ALoonwolf
    @ALoonwolf Před rokem +2

    These skill checks in dialogue would be much better without the [Speech 38/45] clues. Different dialogue options simply appear depending on what your skills are, and you might never know why, whether or not they will work or what other options might be available under different circumstances.

  • @mrmagicman1013
    @mrmagicman1013 Před 3 lety +1

    Best video. I sincerely hope developers watch these videos you've made and consider them in future franchises and installments of their games

  • @ithoughtshewas18
    @ithoughtshewas18 Před 3 lety +7

    Everytime Jon says 'Flippin' in his videos, take a sip of good old Yorkshire tea and BOOM! You've been colonised now 😎👌

  • @arealhumanbean3058
    @arealhumanbean3058 Před 3 lety +4

    One of the best speech checks in all of game history is the final boss of Fallout 2, Frank Horrigan, in fact, i reccomend every new player to only upgrade your speech skill to 300% because that conversation is definitely worth it

  • @criticalmaz1609
    @criticalmaz1609 Před 3 lety +1

    Thank you, Jon! I love your Fallout essays, and this was just what I needed after an abysmal weekend!

  • @copelandammann4815
    @copelandammann4815 Před 3 lety +1

    This guy is amazing, so many well thought out points, so much research done. Truly amazing

  • @dahgaming0276
    @dahgaming0276 Před 3 lety +46

    Jon talking about fallout for a long period of time. Let me get my popcorn.

  • @ThreeProphets
    @ThreeProphets Před 3 lety +3

    This is an excellent lesson in the dangers of oversimplifying mechanics

  • @Nickulator
    @Nickulator Před 3 lety +2

    What I like the most is when the speech skill is not even used in dialogue, but all your other skills are instead. You often use Barter, Guns, Sneak, Science, and the like to pass "speech" checks in dialogue. Hell, with a 100 Barter you can convince Lanius that the West is not self sufficient and too dependent on the NCR and its supply caravans, so it would be extremely difficult for them to maintain. This also makes him back down and it's brillant! This is basically your "knowledge" system, but still tied to a numerical value where your knowledge comes from how much you've invested in that skill. This is the best compromise in my opinion.

  • @DavidDMD1991
    @DavidDMD1991 Před 3 lety

    I swear every one of you essay videos will make my dnd game, one of my favorites.

  • @mrtb7676
    @mrtb7676 Před 3 lety +9

    I love how you have to have 25 explosives skill or whatever to convince Easy Pete to give you dynamite, and the line you use to convince him of your expertise is something like "I am familiar with the proper procedure for handling explosives".
    "I would like to be CEO of your corporation. I am well-versed in the relevant duties and responsibilities".
    "I am an expert practitioner of coitus".
    "I am something of a financial savant. You should give me $1000 for this poor condition pool cue."

    • @CloakofAuron
      @CloakofAuron Před 3 lety +2

      The amount of contrivances in NV that stem around Speech checks is one of the biggest issues I have with the game. NV is supposed to immerse you in its narrative and interaction, so when something like what you just described pops up (and it happens quite a bit), I have to say "this is some bullshit".

  • @PerkyPineapple
    @PerkyPineapple Před 3 lety +8

    I feel that in the Outer Worlds, having your speech go up together until 50 makes sense. It makes sense in that one could say that you're learning "general" speech skills that can be applied in an intimidation scenario and a lie scenario, but that you then have to become more specialized in order to become more skilled in a certain area. It wouldn't make sense to have a person that knows how to shoot a pistol in a game but has no idea how to shoot a rifle in a game, the same "general" knowledge can apply to both, but the specialized knowledge will help you become more skilled with either of them. A lie can also be an intimidation or you could be persuading someone through a lie hence the "general" knowledge.

  • @ShadowBaofu
    @ShadowBaofu Před 3 lety +1

    Honestly I really like Jon's idea about the NCR tactical route to talking down Lanius. The courier basically pulling a Zhuge Liang on him.

  • @BicBoi1984
    @BicBoi1984 Před 3 lety

    Keep these essay type videos coming they're amaaaaaazing!

  • @workingstiff0586
    @workingstiff0586 Před 3 lety +3

    16:28 when I first started playing Skyrim (2 or 3 years ago) I knew Raven Rock sounded familiar

  • @jansenart0
    @jansenart0 Před 3 lety +76

    @Bethesda You guys listening? This is a $350,000 consultation FOR FREE.

    • @djricecakes6035
      @djricecakes6035 Před 3 lety +13

      Unfortunately they would rather pay some jackass to tell them how to fix thing

    • @BoroMirraCz
      @BoroMirraCz Před 3 lety +18

      Do you think they don't know these ideas? They are quite intuitive... every proper game designer would come up with them. The issue is implementing them. Ideas are cheap, but developer work isn't.

    • @brosephnoonan223
      @brosephnoonan223 Před 3 lety +6

      Cool. You wanna put in the *other* $350,000 of work to impliment *one* of these ideas? Or are you cool to just sit on your ass and pretend to understand how development works?

    • @jansenart0
      @jansenart0 Před 3 lety +4

      @@BoroMirraCz No, they don't. Everyone on the team with common sense does, then they go hire someone from the outside, and pay them an insane amount of money, and then do whatever they say because it was what they paid for.

    • @TheRubberMatch
      @TheRubberMatch Před 3 lety +3

      Mirra Intuitive is the last word I would use to describe Bethesda 😂

  • @howlingliz1247
    @howlingliz1247 Před 2 lety +2

    36:00 In Lonesome Road you can talk down Ulyses by analyzing his holodisk/Holotape whatever.

  • @sheri2367
    @sheri2367 Před 3 lety

    Jon I am living for these video essays right now. Making me want to re-play all of the games!

  • @alexmohr1072
    @alexmohr1072 Před 3 lety +5

    Say what you want about the end of NV. The dialogue you have with Lanius at the end of the game is one of the most beautifully written and philosophical dialogue segments of any game I have ever played and is extremely memorable and one of my favorite endings to any game I have ever played. For all the shortcomings of the system itself, the ending is in my opinion extremely satisfying and one of the most nostalgic moments of all the fallout games.

    • @CloakofAuron
      @CloakofAuron Před 3 lety +1

      "That" was beautifully written and philosophical to you?
      ...geez, you should read more.

  • @quiffuk
    @quiffuk Před 3 lety +6

    I really do hope that Jon had the off the cuff chat with someone at Bethesda who said "we're working on fallout 5" and "we are big fans and see you as a voice of the community".
    Jon's respond is several essays telling them how to make a decent game. I hope they listen.

  • @bheathrow
    @bheathrow Před 3 lety +1

    Jon, your research revealing the GURPS connection to the Fallout past is greatly appreciated - as a at the time big time GURPS fan I was looking forward to a finally GURPS related CRPG to explode on the scene after the exposure the gold box AD&D games had on the genre - then the deal fell apart... yet, Fallout was still a great game. It's an overlooked aspect to the orginal game, with most of the focus on Wasteland's influence and not GURPS influence on the skill system.

  • @gespenst6991
    @gespenst6991 Před 3 lety

    I love these types of videos of yours so much, keep it up!!

  • @Gehenna515
    @Gehenna515 Před 3 lety +3

    Was that Hawthorn from Gurps the inspiration for captain hawthorn in The Outer Worlds?

    • @BRUXXUS
      @BRUXXUS Před 3 lety +2

      That would be pretty funny, especially considering how the captain met his end. 😂