In 2006, a game came out that reshaped the way I view RPGs. The 4th game in the Elder Scrolls series (to which I confess that I haven't played any other title) known as Oblivion was to me one of the pinnacles in modern gaming. It was really the first game where beauty and met, and while the mechanisms for gameplay had some flaws, it's diversity and scope make for a compelling game time after time. It was a fantasy epic with a captivating story, a spectacular open environment with so many different options for the gamer.
By contrast, Bethesda's latest effort, Fallout 3, is a bleak environment. The developers have outdone themselves in selling the post-apocalyptic setting, the engine capable of the magnificent imagery in their fantasy classic was able to render such a desolate world. The game looks truly fantastic, everything from the design of the ruins to the cartoon displays in the hub. Visually the game looks spectacular.
As for the gameplay mechanics, if you have played Oblivion then you have essentially played this game. The interface is the same, the interaction with objects is the same, the AI behaviour is the same, it's another open-ended world, there are still plenty of places to explore and quests to do on the side. It's Oblivion with guns, though the mechanics of battle suits gun-fighting far better than swordplay. The VATS system is really cool too, the ability to queue up moves is very helpful at times.
As for differences, obviously the levelling system is different. The S.P.E.C.I.A.L. approach means that actions do not have to be taken into consideration and it becomes a lot easier to build a customisable character. All that matters is the accumulation of experience points, the fact that I don't need to put on autowalk and sneak or spend hours swimming in order to skill up. The karma system is a really nice addition. Ammunition conservation and weapon degradation also add another level of complexity to the game. When there's a few approaching Mirelurks, having to worry about whether to unload multiple clips of ammunition is one more thing to consider.
Like with Oblivion, the main adventure comes from exploring the lands, and the side-quests keep the game interesting. Lock-picking is far less frustrating than in Oblivion, it's simply a matter of skill level rather than timing. One of the more fun novelty tasks is computer hacking, it's like a game of mastermind but with letters instead of colours. The joke-telling butler from your house in megaton can provide a laugh or two, but not as much as the gullible shopkeeper (and amateur novelist) Moira. Messing with her after she sends you on misguided fieldwork is somewhat cathartic.
The success of Fallout 3 as a game rests on it's ability to immerse the player, and like Oblivion it's the game's strength. Without playing the original games I can't really comment on whether it's successfully captured the franchise, but as a stand-alone product it's thoroughly impressive. In the last 6 weeks or so, about half a dozen top titles have all hit the shelves. Once I got this game, all others have ceased to even be touched. Going back to Far Cry 2 now will feel like a step down. A fantastic game with truly amazing depth, it's a reminder of the quality that Bethesda studios are capable of. It may be little more than a re-skin of Oblivion, but for a game to base in on they could have done a lot worse.
Showing posts with label Fallout 3. Show all posts
Showing posts with label Fallout 3. Show all posts
Tuesday, 9 December 2008
Friday, 25 July 2008
Censorship Fallout
As yet another high profile game fails to meet the censor's stringent requirements, us gamers are left to befoul the most draconian censorship platform of games in the developed world. It's beyond a joke that Australia doesn't have an R 18+ rating for games, it stems from a complete misunderstanding of the medium as an entertainment source. The average age of a gamer in Australia in 2006 was 28 years old, and over half of gamers are over 18. This is fairly consistent with trends from elsewhere. Over 88% of Australians support an R rating for games. These are telling factors, yet there are still hurdles to overcome: namely attorney generals who have no clue about modern culture. The desire to protect children is one thing, to cut off the majority of the market in order to protect children is another.
Protecting children
On the show Q&A, a member of the audience asked a question about why we don't have an R rating. One thing that amazed me is how often the response is that it's about protecting children. "I have kids who play games" came up more than once. It's completely missing the whole point of the debate. The R rating is a means of restricting children from playing the game. To give certain games an R rating would remove it from the hands of children, much like doing so with films does so, much like making alcohol restricted removes it from the hands of children. Of course it's not perfect and kids still watch R rated films, just as kids still drink and smoke. The problem here is consistency, if parents can determine what is best for their children in terms of films, why can't they do the same with games?
The next point in the line of protecting children (keep in mind that R ratings are for adults only) is that interactive media is so much worse than films or books. And what evidence is there to support this? Turns out there is none. The studies on this field are scarce. But from the studies there are, there is nothing to suggest that violent games have any more effect than television. What is different about clicking a button to make violence happen than watching it? Most of the time, we don't passively watch films. If the film is engaging, we are actively taking part. Same goes for a good book. Games are no different to any other media in this respect, making minor choices in the direction of the media surely couldn't make it stand out.
The final point seems to be the idea of harm minimisation in society in general. And I agree with this point. If a particular medium causes enough social harm which greatly outweighs it's benefit then it shouldn't be allowed for sale. This goes for drugs including alcohol, gambling, extreme media like snuff or rape films. If there is a severe negative impact which is detrimental to society then it should be reviewed. So lets examine games under a critical eye:
Consistency
Democracy can show it's flaws at times, the fallibility or ignorance of individual politicians on matters they have authority over is astounding. The bureaucrats who write the guidelines are sometimes so ignorant of the legislation they pass that even the most hardened supporter of the democratic process would be disillusioned. Gaming is a new medium, and while we now have a generation that grew up with games, it's original place as a niche market means that there is a generation gap between those who saw it's conception and the mainstream entertainment source we have now. As it's acceptance as a valid form of entertainment is kept at bay by ignorant commentators using the art form as a scape goat, the doubt in peoples minds is constantly part of the media spotlight.
A ratings system only works if it's consistent, and in Australia we don't have consistent guidelines. What good reason is there that sex can be shown in M rated films (and sometimes even PG) but the slight bit of sex in a game makes it unusable? Same goes for drugs. Fallout 3 was banned because it references the drug morphine, yet we can see the effects of drugs in M rated films and television. Some of the violence in games is deplorable, yet it's given an MA rating where the equivalent film would be rated R. Is this because it's interactive games are meant to be worse? It's those inconsistencies that make ratings irrelevant. It's those inconsistencies that confuse parents. For adults like myself, the rating is already irrelevant. It doesn't matter to me in the slightest if a movie is G or R, just like it doesn't matter for a game. I'm not a parent.
And that's the core issue in the end. As much as we want to protect children from harm, which is a noble aim, the bottom line is that entertainment mediums are there for everyone. Just like films such as Pulp Fiction or Hostel, there are games that cater for that adult audience. Having parents allowing their children to play a game like Grand Theft Auto would be around the same level as letting them watch something like Saw. But children aren't the only users of the medium. It's up to parents to protect their children from harm, and society as a whole shouldn't be deprived of the freedom of choice because of a few bad parents. What point is a ratings system if the government doesn't trust the population to use it properly?
Protecting children
On the show Q&A, a member of the audience asked a question about why we don't have an R rating. One thing that amazed me is how often the response is that it's about protecting children. "I have kids who play games" came up more than once. It's completely missing the whole point of the debate. The R rating is a means of restricting children from playing the game. To give certain games an R rating would remove it from the hands of children, much like doing so with films does so, much like making alcohol restricted removes it from the hands of children. Of course it's not perfect and kids still watch R rated films, just as kids still drink and smoke. The problem here is consistency, if parents can determine what is best for their children in terms of films, why can't they do the same with games?
The next point in the line of protecting children (keep in mind that R ratings are for adults only) is that interactive media is so much worse than films or books. And what evidence is there to support this? Turns out there is none. The studies on this field are scarce. But from the studies there are, there is nothing to suggest that violent games have any more effect than television. What is different about clicking a button to make violence happen than watching it? Most of the time, we don't passively watch films. If the film is engaging, we are actively taking part. Same goes for a good book. Games are no different to any other media in this respect, making minor choices in the direction of the media surely couldn't make it stand out.
The final point seems to be the idea of harm minimisation in society in general. And I agree with this point. If a particular medium causes enough social harm which greatly outweighs it's benefit then it shouldn't be allowed for sale. This goes for drugs including alcohol, gambling, extreme media like snuff or rape films. If there is a severe negative impact which is detrimental to society then it should be reviewed. So lets examine games under a critical eye:
- Gaming is becoming more and more a social medium. Anti-social behaviour is one of the biggest factors people cite in the need to censor games.
- Violent crimes in recent years has gone down. While correlation does not equate to causation, if there were a link between violent games and violent behaviour, then as game sales rise, then a trend showing the opposite shouldn't be there.
Consistency
Democracy can show it's flaws at times, the fallibility or ignorance of individual politicians on matters they have authority over is astounding. The bureaucrats who write the guidelines are sometimes so ignorant of the legislation they pass that even the most hardened supporter of the democratic process would be disillusioned. Gaming is a new medium, and while we now have a generation that grew up with games, it's original place as a niche market means that there is a generation gap between those who saw it's conception and the mainstream entertainment source we have now. As it's acceptance as a valid form of entertainment is kept at bay by ignorant commentators using the art form as a scape goat, the doubt in peoples minds is constantly part of the media spotlight.
A ratings system only works if it's consistent, and in Australia we don't have consistent guidelines. What good reason is there that sex can be shown in M rated films (and sometimes even PG) but the slight bit of sex in a game makes it unusable? Same goes for drugs. Fallout 3 was banned because it references the drug morphine, yet we can see the effects of drugs in M rated films and television. Some of the violence in games is deplorable, yet it's given an MA rating where the equivalent film would be rated R. Is this because it's interactive games are meant to be worse? It's those inconsistencies that make ratings irrelevant. It's those inconsistencies that confuse parents. For adults like myself, the rating is already irrelevant. It doesn't matter to me in the slightest if a movie is G or R, just like it doesn't matter for a game. I'm not a parent.
And that's the core issue in the end. As much as we want to protect children from harm, which is a noble aim, the bottom line is that entertainment mediums are there for everyone. Just like films such as Pulp Fiction or Hostel, there are games that cater for that adult audience. Having parents allowing their children to play a game like Grand Theft Auto would be around the same level as letting them watch something like Saw. But children aren't the only users of the medium. It's up to parents to protect their children from harm, and society as a whole shouldn't be deprived of the freedom of choice because of a few bad parents. What point is a ratings system if the government doesn't trust the population to use it properly?
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