Actions

Fallout 4: Difference between revisions

From GameLabWiki

No edit summary
Line 49: Line 49:
====Rhiszomatic and tree structures====
====Rhiszomatic and tree structures====
The flow of games can be displayed as a tree structure. The game starts with the root of the tree. At each node a decision is made. The decision points open up several further paths, which in turn lead to other nodes. So the variety cannot be recognized with the first run through the game. Only when the game is played a second time, for example, and other decisions are made, can the other paths be recognized. The game ends at the last node and the resulting path. <br />
The flow of games can be displayed as a tree structure. The game starts with the root of the tree. At each node a decision is made. The decision points open up several further paths, which in turn lead to other nodes. So the variety cannot be recognized with the first run through the game. Only when the game is played a second time, for example, and other decisions are made, can the other paths be recognized. The game ends at the last node and the resulting path. <br />
[[File:example.jpg|thumb|Überschrift]]
====substructural decisions====
====substructural decisions====



Revision as of 20:23, 1 September 2020

About the Game

Fallout 4 is a post-apocalyptic role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The player controls a male or female avatar, whose appearance can be generated at the beginning of the game.

Story and Gameplay

Narrative

The character, who previously lived with his spouse and child, is the sole survivor of Vault 111. In the illusion of fleeing from a war, he was put into cold sleep capsules with a few others and from there had to watch his partner murdered and his child kidnapped. After the character has fallen back into sleep, he can free himself from the capsule and break out of the laboratory.
Up to this point in the game the plot is predetermined.

Now, 210 years later, after the character has returned to the surface of the earth, the player can freely choose between the main and secondary squeezes and explore the world of ”Fallout 4”.
The main squeeze, in Fallout 4, consists of a prologue that briefly outlines the current situation and allows for the visual generation of the character. The prologue ends with a journey through time, which the player experiences in the cryogenic capsule. 
The prologue is followed by three further acts of the game, in which the plot of the last survivor from the Valt station is continued. 
In the third act the player can choose between 4 factions. Certain actions and events cause a certain faction to be hostile to him. With the respective decisions the player makes, some quests are closed or opened. In the course of the game, the player cannot deny every existing quest. However, he does not have to make a final decision for a faction. However, one faction is the most sympathetic. This is the one that corresponds to the moral decisions. Depending on which faction the player chooses, the game ends. 
Apart from the main plot in Fallout 4, the game offers numerous ways to play side quests. These are optional for the course of the game, and do not allow you to change the course of the game or the storyline. The side quests become apparent as the game progresses, but some are only found after searching for something.

Individual freedoms of the player

Action-independent

At the beginning of the game the player can choose whether to play a male or female character. In the next step, facial features and other visual characteristics such as height, width and skin colour can be selected.
For this purpose, the player has a selection of pre-selections at his disposal, which can be further adapted to his own ideas. The optics can be changed in the further course of the game.


Furthermore the player can assign a limited number of points to his skills. One of the abilities is strength, which refers to the fight with enemies. Furthermore the perception, it helps to become aware of certain things faster. Furthermore the endurance, which is noticeable during long sprints. Especially in the beginning, when the player has not yet unlocked certain speed travel points, this is bermerable. Charisma causes good communication. The last points are intelligence, agility and luck.
In the course of the game and with advancing knowledge, the player can unlock more points, which he can allocate to his characteristics as he wishes.
 During the game it often happens that the player interacts with NPC’s. This interaction is mostly a communication, which allows a well-founded game play.
 The game controls in Fallout 4, as in most role-play games, allow four response options to be chosen from. Often the answers the player makes in these conversations have no further influence on different events. In such moments, the player may feel that they have a choice, but the conversations go round and round and the story stagnates.
However, conversations can also become decision-making situations.

Action-dependent

Throughout the story, the player can always join one of the four existing factions. Which tasks he does and which not is his own decision. 
Which faction the player sympathizes with is a morale question. The player decides for whose ideals he goes to war. Because all factions woo him. It is not necessary to decide, but some options are mutually exclusive due to hostilities. The Institute is the faction against which the three other factions are fighting - their great enemy.


The encounter with the Minutemen is the first in the game. It is a largely peaceful organization, which is mainly concerned with protection. Quests to the Minutemen usually involve building new settlements, providing supplies and helping settlers.
The advantage of this faction is the possibility to expand settlements.


The Brotherhood of Steel stands for progress and technology. Its goal is to help the Brotherhood to create better fleets through clear missions. Here, not the individual, but progress has priority. They use airships and helicopters, so called Vertibirds for locomotion. Brotherhood has no love for different creatures and kills them. For example man-machine androids, the so-called Synth. The advantages of this faction are technical tools that can be available to the player.


The Railroad is an organization that works in secret. Their existence is a rumor, they act quietly and in secret. Their speciality is riddles. The Railroad, unlike the Brotherhood of Steel, fights for the rights of synths and makes the Brotherhood its enemy.


The Institute is the common enemy of all other factions. It is an organization of scientists who, for example, created the Synth to kill people and take their place.
In the course of the action, the task is given to penetrate the Institute, but it is also possible to join it. The player makes the decision according to his morale.

control system

The control of the avatar is possible in the 1st-person as well as in the 3rd-person perspective. There are no playful advantages. The avatar can be controlled as the player likes it.
In combat scenes the avatar is controlled in a shooter-typical way. The player can either fire firearms or strike with any item he can currently choose from. The game is originally designed to be played with a controller, but a game with keyboard and mouse on a PC is also possible.
 Furthermore there is a support system especially for combat. The navigation bar at the bottom of the screen can be used to find enemies. Opponents are displayed in red. 
Especially hard to defeat enemies are shown with a skull, legendary ones with a star. Special features in the controls arise when the player selects a High Intelligence. If his life drops below 20 percent, his field of vision slows down and he can fire more shots.


Pretty much at the beginning of the game, the player comes across a clock. After the avatar puts it on, new information opens up for the player. This clock combines all the information that a player normally receives via a menu.
There is information about current quests on the clock, as well as the map with information about previously explored places and the current location.
This clock also allows the player to reconnect character points and access two radio stations.
The clock itself, like the whole game, is designed in a kind of retro design. The design and the associated view make it difficult to keep track of the game and make it difficult to understand.


Research-relevant Topics of the Game

Decisions

Narration and map

In the game Fallout 4, as in any typical role-playing game, there is a card that must be passed through. This card is displayed in a small, primitive form on the player's wristwatch. The card, or in other words, the avatar's world that the player traverses during the course of the game, is directly related to his tasks. The story that is told is placed on the card. This can be understood to mean that each new story and information is tied to a location. This can be the case for smaller actions. For example, when the player walks through a new place where there are enemies. The opponents only become active when he enters a certain radius of the map. Also certain tasks, which are known to the player from the beginning, are defined on the map. So for new quests, the avatar must always be moved to the right place.

The story that is told about the character is linked to the map, as the next section is only told when the character reaches the point on the map. The points to be reached can be understood as rooms. One task in the game is room A, the next task is room B. The player must now move from one room to the next. Fallout, however, not only offers one possible option, but can be understood to mean that there are also rooms C, D, E, etc. This also gives the player the freedom to tell his story himself. The quests in Fallout 4 offer many ways to decide whether to accept or reject them. If the Player wants to skip some exercises, he is allowed to. As the game progresses, the individual quests gradually unfold into a map that only becomes completely clear at the end. Just like the map, the story the player has created with his decisions is also revealed after the game is over. It is also not possible to display the entire map during the game. The map the player sees on his wristwatch is very primitive and unintuitive.

The player's movements on the map can be compared to a graph that runs through the game world in a network. You can compare it to a labyrinth. The starting address of the game is probably the house of the character where the game starts. In the course of the game the player can choose between different paths, there is not one right path. If the avatar joins one faction, some paths of the other factions still remain open. So he approaches the goal of the game by walking through the rooms.

Rhiszomatic and tree structures

The flow of games can be displayed as a tree structure. The game starts with the root of the tree. At each node a decision is made. The decision points open up several further paths, which in turn lead to other nodes. So the variety cannot be recognized with the first run through the game. Only when the game is played a second time, for example, and other decisions are made, can the other paths be recognized. The game ends at the last node and the resulting path.

Überschrift

substructural decisions

Moral decisions

ludic phronesis

emergent narratives

Future narratives

Cookies help us deliver our services. By using our services, you agree to our use of cookies.