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What would you like to see from the next Bethesda game?

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A Fallout game that...

1) Has a world the size of The Elder Scrolls: Daggerfall (unlikely to happen, but I can dream)
2) Is more faction focused and less karma focused (less Fallout 3, more Fallout 1/2/T/NV)
3) Not based on the Gamebryo engine (there were almost as many bugs resulting from the engine as there were in the game scripting; the latter is understandable due to its size and complexity whereas there's no excuse for the former)
4) Retains the old survival mechanics of food, drink, and rest (a.k.a. "hardcore mode" in Fallout New Vegas for the newer players)

For the people complaining about VATS dependency in Fallout 3, you've obviously never tried to shoot a Mirelurk (those giant horseshoe crabs) in the head with it. VATS was more useful as a "bullet time" feature to get your bearings and a few pot shots in when you're overwhelmed. I'll admit the first-person shooter style of Fallout 3 and New Vegas meshes oddly with the iconic VATS of the turn-based strategy style of the previous Fallout games. Given that consideration, I think they've done a decent job integrating it.

As much as I'd love to see another turn-based strategy Fallout, I don't think it's going to happen. The US market prefers FPS and other twitchy genres over TBS and other slower, more cerebral genres.

Co-op would be nice, especially with LAN support. But then the devs would need to accommodate for more than one player. What if the players don't want to stick together and do different things? The scope and complexity of Fallout and TES games would make this a daunting task.
 

Frick

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Except therin lies the problem: 10 SPECIAL across the board with 100 in all the skills across the board on Fallout 3 and you still can't hit the broad side of a barn with a laser rifle (which should have 100% accuracy all the time) without using VATS. New Vegas didn't suffer that problem.

And there is another problem. An RPG in which you can max out every stat? Makes no sense.

A Fallout game that...

1) Has a world the size of The Elder Scrolls: Daggerfall (unlikely to happen, but I can dream)
2) Is more faction focused and less karma focused (less Fallout 3, more Fallout 1/2/T/NV)
3) Not based on the Gamebryo engine (there were almost as many bugs resulting from the engine as there were in the game scripting; the latter is understandable due to its size and complexity whereas there's no excuse for the former)
4) Retains the old survival mechanics of food, drink, and rest (a.k.a. "hardcore mode" in Fallout New Vegas for the newer players)

For the people complaining about VATS dependency in Fallout 3, you've obviously never tried to shoot a Mirelurk (those giant horseshoe crabs) in the head with it. VATS was more useful as a "bullet time" feature to get your bearings and a few pot shots in when you're overwhelmed. I'll admit the first-person shooter style of Fallout 3 and New Vegas meshes oddly with the iconic VATS of the turn-based strategy style of the previous Fallout games. Given that consideration, I think they've done a decent job integrating it.

As much as I'd love to see another turn-based strategy Fallout, I don't think it's going to happen. The US market prefers FPS and other twitchy genres over TBS and other slower, more cerebral genres.

Co-op would be nice, especially with LAN support. But then the devs would need to accommodate for more than one player. What if the players don't want to stick together and do different things? The scope and complexity of Fallout and TES games would make this a daunting task.

All good points.

Also, Wasteland 2. ;)
 
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A Dishonored game with decent enemy AI. AI in the first one was god-awful.
 
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FordGT90Concept

"I go fast!1!11!1!"
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And there is another problem. An RPG in which you can max out every stat? Makes no sense.
It was memory edited. Just trying to make a point that the RPG elements didn't play into it much/any.

A Dishonored game with decent enemy AI. AI in the first one was god-awful.
A sequel to Dishonored is coming too. Dishonored made a lot of money for Zenimax.
 
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It was memory edited.
It didn't have to be. They added a perk in a dlc that 9-ed every stat that wasn't, and then if you picked up all the bobble heads after that you were rocking all 10s. Maxing combat skills was easy. That's why I feel the character class system felt bland and hurt replayability. If you can make a perfect character (besides perk selection) why would you want to make a second?
 
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