I can't remember much about Fallout 3, but one thing I do remember is the absolutely two dimensional dialogue. Almost every NPC in the game serves as either someone who gives you directions, or is just hamfisted in there to give you quests. Your responses are also two dimensional.
You have 'I accept your quest, but, like the white knight I am, I accept no reward!' , 'Sure, but it will cost you, because I am neutral!' , or, 'no, please insert a large stick up your lowest bodily orifice, for I am evil!' Do any of you remember any conversations that deviated from this formula, and were well written and/or funny? What I mean fo3 is bad game not because it's dialogs are suck but there are plenty of other problem which makes fo3 sucks.there would be good dialog in fo3 but it's meaningless.
For more detailed information on this category, please visit the topic article: Dialogue files. Fallout 3 had a much wider selection of dialogue options than Fallout 4, so if you're a bonafide chatterbox (or just have an insatiable curiosity), Fallout 76's Wastelanders update will hopefully. Jul 16, 2015 (sorry about the silly picture) Liam Neeson himself, ripped fresh outta the Bethesda Archive files. I could listen to Liam talk all day, and i think it's a bit unfair to keep this all to myself.
Becaues that doesn't mean fo3 is good game.and bad dialogs doesn't mean bad game.dialog is just decoration for rpg.and for really good dialog, NV has some really good dialog.persuading makes really good dialogs.(dialog with final bosses of DLC or main game)and Arcanum has really awesome dialog. It's hard to find the game which is better thand Arcanum. Click to expand.I was thinking of the vanilla game. Like Veronica etc.
And even so Fo3 did have some godo quotes!For example our belvoed ghoul Harold- Sometimes I feel things tickling me, but I think that's just Bob getting back at me for all the times I called him Herbert.And from a random supermutant.-Well I was hit on the head the other day, and I remembered that I'M A WOMAN!And ofc all Liberti Primes anti communism quotes etc. Sadly i can't think of anything great from the DLC's right now. So where FO3 did some great ones in the vanilla games FNV made some better in the DLC's i guess. Veronica was easily the source of the majority of brilliant one-liners in the game, and I found myself entering conversation with her and backing out just to hear what she'd say next, frequently. Veronica was a true delight, and definitely one of my favorite characters from the game. FONV just had utterly brilliant writing, and that went a long way toward a more enjoyable experience to an overall great game.Anything equivalent in FO3?.No. Like it was said in the 'What Fallout 3 taught us' thread, APPARENTLY the heavy radiation of the Capitol Wasteland reduced the inhabitants to brain-dead nitwits with the problem solving capacity of a 2 year old, and they were just too stupid to realize it.
Overwhelmingly disappointing dialog was a natural consequence to follow. I liked Moira Brown's speech about how the world is like a mirror and the Great War broke it, and people can try to put the pieces back together but the mirror's broken forever. The effect was somewhat spoiled by the speech being delivered by Moira Brown, but still.President Eden had some great lines as well; Enclave Radio is possibly the high point of the game.
Although, since in F2 'Enclave' seemed to refer to the oil rig where they lived rather than the faction itself(makes sense since an enclave is in fact a type of place), would they still refer to themselves that way after its destruction? Eh, I guess it's less on-the-nose than 'The Patriots' or whatever.I think there were some funny Super Mutant conversations as well, though I just remember snickering, I don't remember any of the substance.
The current record for the most lines of dialogue in any video game (not sure if the book I read it in referred to all dialogue or only voiced dialogue, though) is 60,000 with New Vegas being the record holder. If Skyrim has over 60,000 lines (meaning about 60,000 lines), it either breaks the record or ties with New Vegas for the record. In any case, it's an impressive amount of dialogue and while I don't know the amount Oblivion had, I know Fallout 3 had approximately 40,000 lines of dialogue.Posts: 3361 Joined: Mon Jul 24, 2006 12:48 am. How about Bethblog?it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully.'
- Mark LampertWhere, exactly, is it stated that DVD space was the reason? It could have simply been that the fee necessary for voice acting was too much for Bethesda. It also could have simply been time constraints limiting the time need to model all the characters or record all the dialogue for the writing.
The fact of the matter is that Oblivion, having taken up only 4.6 gbs, did not fill up an entire DVD. A dual-layered DVD could, at the time, hold up to at least 8 gbs of space. Mark Lampert stated that the writers essentially got carried away with all the writing, not that they had recorded and implemented voiced dialogue but couldn't get it on a DVD so they had to scrap it. He never said anything about DVD limitations and if he did, he would be a liar. You can pretend DVDs are magically limited to only 4.6 gbs of space, but that doesn't make it so.Posts: 3461 Joined: Wed Sep 13, 2006 4:57 am. 'Yes, it would seem that our designers know no bounds when it comes to writing for our games.
Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully.' - Mark LampertWhere, exactly, is it stated that DVD space was the reason? It could have simply been that the fee necessary for voice acting was too much for Bethesda.
It also could have simply been time constraints limiting the time need to model all the characters or record all the dialogue for the writing. The fact of the matter is that Oblivion, having taken up only 4.6 gbs, did not fill up an entire DVD. A dual-layered DVD could, at the time, hold up to at least 8 gbs of space. Mark Lampert stated that the writers essentially got carried away with all the writing, not that they had recorded and implemented voiced dialogue but couldn't get it on a DVD so they had to scrap it.
He never said anything about DVD limitations and if he did, he would be a liar. You can pretend DVDs are magically limited to only 4.6 gbs of space, but that doesn't make it so.Who cares?
You now know the number of lines of dialogue in Oblivion and that's all I wanted to show you.Posts: 3452 Joined: Mon May 21, 2007 9:56 pm. 'Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much!
A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully.' - Mark LampertWhere, exactly, is it stated that DVD space was the reason? It could have simply been that the fee necessary for voice acting was too much for Bethesda. It also could have simply been time constraints limiting the time need to model all the characters or record all the dialogue for the writing. The fact of the matter is that Oblivion, having taken up only 4.6 gbs, did not fill up an entire DVD. A dual-layered DVD could, at the time, hold up to at least 8 gbs of space. Mark Lampert stated that the writers essentially got carried away with all the writing, not that they had recorded and implemented voiced dialogue but couldn't get it on a DVD so they had to scrap it.
He never said anything about DVD limitations and if he did, he would be a liar. You can pretend DVDs are magically limited to only 4.6 gbs of space, but that doesn't make it so.Your still not right in this argument. Even with your little paragraph above.Posts: 3308 Joined: Sat Aug 26, 2006 4:24 am.
I′m happy with 60K lines but for a PC game space should never be a problem, unless they had millions of lines going far beyond what TB′s the average computer has these days.But PC′s aren′t the only medium for games and I suppose the other mediums will catch up in a few years in a way where any number of sound clips will not make a noticeable difference space wise.Do have to keep in mind that let′s say that all the lines are generic, then it′s 60K/20(10 races x 2 genders)=3000 lines. If 10% of the lines are not generic then we get 6000+(54000/20)=8700 lines.With 6000 lines being unique and 2700 being generic. But I suppose any calculations that can be made will be messed up since it′s unlikely generic lines will be shared amongst all the race+gender combinations.Posts: 3447 Joined: Sat Nov 04, 2006 4:39 am.