Hey there, sport.
Yes, you!
Do you miss the old days of exploring the wastes unhindered by game designers' wishes,
like facing randomized encounters with radscorpions, bandits or the dreaded Enclave?
Or perhaps you long for the tactical planning required to lick your foes, explore deep dialogue
systems, and survive in a living, breathing post-apocalyptic world?
Well, turn that frown upside down, buckeroo, for I have the cure for your ailment right
here: it's a carefully curated concoction of ideas, what-ifs and game mechanics, both
borrowed and new, for a spark of inspiration to make your adventures more lively than ever.
So pucker up, chief, and prepare to kiss your misgivings goodbye as I present to you this
antidote to the watering down of a once-masterful series: Here is Indigo Gaming's take on
The Perfect Fallout Sequel.
Without a doubt, the first things that will assist in getting the series back on track
are setting and timeline.
Fallout 4, in particular, showed how the series lately has lost the plot.
Set 210 years after the bombs dropped, there wouldn't truly be much radioactive danger
left.
Based on real-life nuclear fallout sites such as Hiroshima, Nagasaki and Chernobyl, the
rads would decrease in just a handful of years to about as much as you absorb as a passenger
of an airplane.
We haven't experienced the half-life of a full-blown atomic war firsthand, so the science
is a little shaky.
We're not sure if it would kickstart a radioactive winter, freezing the world over, or whether
it'd be followed by a radioactive summer--created by greenhouse gases effectively burning up
the landscape.
So it's safe to say Fallout uses a little creative license when timelining the apocalypse.
Fallout 1--occurring 90 years after the Great War, as opposed to two whole centuries--was
a much easier pill to swallow.
In this hypothetical sequel, the timeline should be around the events of the first game
or between the first two, with radiation still being rampant in bomb sites, nuclear waste
storage, and in enclosed spaces and mutant lairs.
And the west coast could be the setting once again as we've not seen the southern California
areas for almost 20 years.
The Pacific Northwest, with its lush locations, would be another good choice for an apocalyptic
adventure.
Thriving in this abundant terrain could be variants of Yao Guai and other types of bears;
snakes and spiders that have evolved to disturbing size and aggression; Brahmin roaming the plains
in great numbers; giant stags and maybe even mutated moose, who already weigh up to a massive
1,500 pounds in real life.
Like an epitaph to Mother Nature, a petrified Olympic forest could prove a horrifying locale
-- a blackened landscape of charcoal and ash, twisted in an endless maze of undergrowth.
The ruins of Seattle could act as a late-game zone with the remnants of robots, ghouls as
well as mutant zoo animals that have managed to survive.
And the Rocky Mountains, which slice down the center of the region, would be a natural
place to hide vaults, canyons and caves; scoured by mutant puma, vicious wolverine and other
dangers.
Or perhaps the game could be set in another part of the world entirely, like China, Taiwan
or Japan.
The environments would greatly vary from previous games and an island setting could be useful
in creating a natural barrier, keeping players within the world's bounds by the endless
salt flats where the Pacific Ocean once existed.
Imagine a wasteland peppered with rusted neon signage and the ruins of skyscrapers.
One could happen across decaying Shinto shrines, long since abandoned.
Perhaps the tigers from China and India long-since mutated and are now the apex predator of the
wastes, or massive komodo dragons from Indonesia, no longer confined by ocean waters, spread
to feast upon all mammals of the world.
Essentially, this change of locale could create a compelling twist to the series, making things
feel fresh and original.
One of the most striking lore issues with the Fallout games set in New England is how
extemporaneous the bestiary was.
Why are there radscorpions in Washington D.C.?
Would the California-grown deathclaws make a trek to Boston in droves?
New and interesting mutations of local wildlife should exist in the world, in addition to
weird experiments like the abominable floaters and odious centaurs.
One missed opportunity in the recent Fallout games was to instill emotion and atmosphere
into the sky and weather.
Aside from the dreaded radiation storms (which in this new game could be cranked up 11, flinging
debris and infecting the area with even more radiation), the sky itself was too pleasant
in Fallout 4, especially.
The advantage of the original games was the isometric nature left the sky to the player's
imagination.
There should be a deadness to the stratosphere; either ominous stormfronts or a bleak overcast
rather than the otherwise clear days.
New weather mechanics like acid rain storms could prove hazardous and lightning storms
with conductivity mechanics as seen in Zelda: Breath of the Wild would keep wanderers on
their toes when thunderclaps echo in the distance.
A real sense of horror and desolation needs to return to the series.
The stark contrast should always be felt, from the tongue-in-cheek 1940's and 50's
nostalgia and Vault Boy, to the sheer terror of entering a pitch black cavern filled with
freakish mutations of the atom.
The bleak atmosphere makes the funny interludes even more hilarious, and jokes and humor make
the darker scenarios all the more dreadful by comparison.
There should be memorable and ominous locales, like the Glow from Fallout 1.
You enter the crater of a nuclear blast, only to hold your breath and delve into the clandestine
experiments and secrets the bunker holds.
Essentially, we should expel the temptation to make cities quaint and pretty like Diamond
City in Fallout 4, and rather create makeshift towns and cities molded from mud and scrap--a
stark reminder of Mankind's greatest mistake.
The struggle to bring a sense of scale to an open-world game without making it a pain
to traverse has been a problem for decades.
A moderately-sized map like in The Elder Scrolls III: Morrowind immediately seems expansive
without the option of fast travel, but any bigger and it might become a chore to backtrack,
thus killing the momentum of the game.
In the Bethesda Fallout reboots, they "solved" that problem with instant fast travel to any
location you've been to before, but this immediately removed a sense of distance and
a large amount of exploration, as well as a good deal of your immersive journey through
that wasteland.
My solution would be to eliminate instant travel altogether, yet add a few contextual
travel options where it would make sense: caravans where you could pay a fee to travel
along a circuit.
This would trigger an in-game cut scene where you are in the back of wagon peering through
windows or holes in the scrap metal.
And occasionally the caravan's travel would be interrupted by a bandit or varmint encounter.
Another way of sprucing up map traversal would be to bring back random encounters.
This added suspense to travel as well as a nearly unlimited amount of replayability in
Fallout 1 and 2.
The illusive Special Encounters could make a return as well, such as run-ins with ancient
pre-war artifacts, mysterious strangers, or references to previous games.
Like the originals, variables like Luck, Outdoorsman/Survival skills, reputation, and karma would influence
the chance of dangerous encounters.
And vehicles such as the Chryslus Highwayman from Fallout 2 could make a big and beautiful
return as well.
As an optional quest hidden in the game's world, it would unlock a moddable vehicle
to aid your travel.
Think of 2015's Mad Max with its glorious driving mechanics, but I would borrow a note
from Friday the 13th, where colliding with a large enemy, or even enough smaller ones,
would critically damage the vehicle, forcing you back on foot to face your foe.
This would incentivize skillful driving to avoid conflict, and not turn dangerous, random
encounters into a cakewalk like with the Borderlands series.
When entering caves, derelict buildings or breached vaults, Fallout could borrow some
inspiration from the Metro series.
There is a distinct atmosphere those games exude.
You should feel stifled and vulnerable when entering a hazard zone with its airborne radioactive
particles and especially in the more infectious areas when you're in a race against time.
Equipping a mask to inhibit rad absorption while trying to escape before your mask filter
fails would make for a tense and interesting mechanic.
But there should be a tradeoff when equipping a mask, such as poor aim, lacking iron sights
or trap detection, and one should feel an instant relief when exiting said areas--like
a flash of blinding sunlight and a breath of fresh air.
When exposed to a high amount of rads, the player character should become noticeably
weaker with their actions slowed.
One's appearance should alter as well with painful, blotched and flaking skin.
And with this high exposure, one couldn't be cured instantly with RadAway, but instead
with intense and elongated treatment.
Your survival skill would increase the visibility and range of detecting wildlife and tracks
outdoors, and would warn you of enemies earlier so you could employ a sneak attack or avoid
an encounter altogether.
The possibility of emergent gameplay in the S.T.A.L.K.E.R.
series was immense--something which many games could borrow inspiration from and Fallout
is no exception.
All over the open world, traveling bands of NPCs could roam, react to each other and fight
in realtime.
It would be a programming feat to pull off in the background while the main character
plays, but what a stimulating experience it would be to happen upon encounters by chance.
You could run across a raider convoy being attacked by a pack of radscorpions, either
watching them eliminate each other, or siding with the raiders to get some wasteland cred.
Or perhaps an Enclave patrol might pass by and you hear a faint creak of radio chatter
in the distance, giving you a small but vital chance to hide among some rocks or scrap and
hoping they don't notice you.
Random encounters like the ones in Fallout 1 and 2 could return, with a chance to meet
up with traders and travelers, an opportunity to gather supplies should you get stranded,
or it could prove an easy mark for the less honorable.
Sometimes you may just run into a band of hunters fighting a posse of fire geckos.
Or overhear some infighting between raider leaders in a power struggle off in the distance,
or perhaps detect the tracks of a merchant caravan and stalk them down to take their
wares.
Having real autonomous AI systems would instill a feeling of reality into the game, much more
so than the predetermined locations most NPCs are programmed to in previous games.
Combined with faction reputations, aligning with one group or another would create real
dangers to traversing the territories of that faction's enemies.
Take down too many NCR patrols and you better avoid their protected cities.
Kill too many raiders and you might wake up in the wilderness with a knife to your back.
Players love war stories, and the more ammunition for those stories in the form of emergent
gameplay opportunities, the better.
Ecosystems could be designed around various species of creatures.
If you over-hunt the predators of the wasteland, you might find a pigrat infestation on your
hands.
Conversely if you make it your mission to kill bandits and raze their hideouts you will
find that smaller settlements would prosper and grow.
Attacking New California Republic troops might make rival factions stronger and may eventually
cause them to do a power play to take them out with your help, or perhaps if you tip
the scale too much, without your help.
Talking to scouts and other NPCs would grant information that could be found on your map.
Icons detailing the current climate and quantity of wildlife in each area, as well as the state
of power between the factions.
Opposing factions will fight each other over time, super-mutants can demolish outposts
if unchecked, hunting specific types of creatures will adjust spawn rates and affect the ecosystem
moving forward.
One sorely needed improvement in the genre is advanced combat AI.
How many times do you see gunmen standing in plain sight shooting straight at you?
Long-range foes should shoot from behind cover or around corners or throw grenades and other
projectiles to flush you out from safety.
Beasts should try to strafe, stalk or pounce on you, with the more advanced species flanking
or attempting to hunt you in packs.
A persistent game world with its own ecosystem could really add another layer to the meaning
of an open world game.
The world would evolve and carry on, with or without you.
This aspect would provide endless scenarios requiring a player to use ingenuity and strategy
to overcome—a welcomed contrast to stale and scripted storyline events.
Taking a page out of Dragon Age: Origins, I'd like to see Fallout incorporate more
than one starting point for the storyline.
Too often we see games begin at a single point, spread out to a myriad of quests, side quests
and moral choices, all culminating in a single linear ending.
Having one of a multitude of potential backstories adds a sense of flavor and individuality to
each character you play, as certain story arcs and opportunities would differ based
on your origins.
Perhaps you start out as a vault dweller who draws the unlucky straw and is sent out with
a small team to gather necessary resources or equipment for the vault to survive, but
are attacked or captured and your partners killed, leaving you to survive, fend for yourself
and explore the wrecked world.
Or maybe the game will start you out waking up strapped to a bed in a strange facility,
a test subject for a new serum that you don't fully understand.
Managing to escape at a moment of opportunity and run away, you start to manifest strange
abnormalities and strength, and it's a race against time to find a cure before you fully
transform into a monstrous abomination.
Another origin story could be that you wriggle your way out of the wreckage of a ruined building,
seemingly unscathed from the radiation around you and the destruction.
While interacting with others who shrink and run from your presence, you realize you are
known as a "ghoul", and are a horror to look at, but have an uncanny resistance to
radiation as a melancholy tradeoff for your physicality and appearance.
The factions could borrow the stellar writing, fleshed-out worldbuilding and reputation system
in the style of Fallout: New Vegas… but I would take it a step further.
Borrowing ideas from the inspired Nemesis system in Middle Earth: Shadow of Mordor and
its sequel, key players and groups would engage in a grand game of "King of the Hill"
to rule the wastes; even siding with some or playing them off each other to watch their
empires crumble.
This could even replace the main quest of the game altogether, with world triggers occurring
when specific factions grew to a certain point of influence.
The end result being tailor-made missions that would act as the game's finale and
would write a puzzle-piece ending to your adventure, a natural evolution of the system
Fallout: New Vegas had.
What you wear and carry should affect the reaction denizens of the waste have toward
you.
Wearing torn clothing and not keeping up with your basic sleep, food and water needs would
make you appear like a Jet-addicted nuke hobo, and notable or respectable merchants and people
of interest would scoff at you or outright dismiss you, changing the palette of quests
and dialogue options you have.
Carrying a gun out in the open of a bartering zone would arouse the suspicion of guards
and they might order you to stand down.
The original Fallout games had a single armor slot, so your entire look would be consistent
and appealing in its own way.
As armor has been broken down into more and more segments, the allure to choose the ideal
combination of items and equipment often leads to a ridiculous, laughable outfit.
Hardhats, sunglasses, metal armor with a few other variants for arms and legs can make
you look more like a rejected member of the Village People rather than a post-apocalyptic
badass.
A new type of equipment in the form of shaders would be an innovative idea both cosmetically
and mechanically.
Entirely separate from your armor, the effect would be twofold: one, it would recolor and
add decor and aesthetic to your outfit.
Shaders would paint your armor to reflect being a Vault Dweller, part of the NCR, an
Enclave soldier, a ruthless raider, or any of the other factions in the waste.
Faction-aligned shaders would grant a bonus to the reaction modifier with people friendly
with that faction, and a minus toward people on harsher terms with them.
There could also be camouflage shaders which grant stealth in specific types of terrain.
As another added mechanic, certain garments and armor pieces would have secret compartments
for concealing smaller weapons, lockpicks, discrete blades, or collapsible firearms.
New Vegas experimented with this idea but could have taken it even further.
Dialogue options should expand greatly depending on your skills and faction reputation.
With some inspiration from the underrated Vampire: The Masquerade - Bloodlines, dialogue
skills could be expanded on to create even more specialized character archetypes -- opening
up new opportunities to seduce, intimidate or persuade someone into (or out of) doing
something.
Negotiate a better fee on a contract you performed, convince that brigand that robbing you would
bring too much attention to his gang to be worth it, or seduce the club owner's daughter
to let you into the back rooms.
I would avoid showing the skill gate for dialogue as that makes the game unimmersive.
While keeping it optional, an expanded version of Survival Mode could truly change the way
you play the game.
Fully fleshing it out into the game's mechanics, gathering food, clean water and keeping up
on rest and nutrition would be a great way to create even deeper immersion.
A new togglable feature could be auto-repairing often used items, auto-eating and auto-drinking.
When you're idle or looking through your inventory, your character could keep their
survival needs at a manageable level.
A notification letting you know what and how much was consumed, could inspire a search
for more resources--making the act of bartering even more important.
Weather and the economy could impact where you roam toward.
Maybe a dry season hit the south so food supplies are rarer or more expensive.
Or perhaps the player character killed off the surrounding pigrat or gecko nests around
a settlement and that drove up the demand for meat since their main supply and ecosystem
has been threatened.
The intent is that trade, the economy and character dialogue and motivation would be
affected by your actions.
One common complaint about the first two games of the Fallout series is its punishing and
tactical nature.
Turn-based combat went through the wringer in the 2000's with only a few AAA games
like Civilization and XCOM surviving with much success.
The Fallout series, however, was founded in slow, deliberate planning, rather than the
instant satisfaction of fast-paced action.
If I was in charge of leading the next Fallout game to success, I would attempt to maintain
its wide appeal while retaining the tactical depth of its forebears.
It's clear the majority of people prefer to shoot or punch something in realtime rather
than turn-by-turn, so how do you meet in the middle?
My best solution would be to do both, but when dividing a system into distinct flavors,
you have to be careful not to ignore what makes each style so great, and to avoid major
differences which make the game's balance lopsided.
The idea would be to split combat into two modes: Action Mode and Tactical Mode.
They would be optional, and you could switch between them at any time out of combat.
In Action Mode, the game would be played just like a 1st or 3rd person shooter, with some
extra mechanics such as a more fleshed-out cover system, a deeper melee system with blocks,
counter-attacks and charged attacks and stuns, borrowing some good ideas from the revered
Dark Souls and Arkham series.
Some perks would translate differently in each mode.
Aimed shot in Action Mode would slow down time, allowing better precision for a short
while to nail that headshot.
Melee perks would make timing a block or dodge easier to pull off with user interface indicators.
While in turn-based though, these perks would simply affect percentage chances or time costs.
The point is, if it's realtime, keep it realtime.
The clunky tab-targeting VATS system introduced in Fallout 3 was at times satisfying but was
ultimately unbalanced and out of place in an otherwise fast-paced combat system.
In Tactical Mode, you would see the biggest changes to the combat formula.
Taking inspiration from the underappreciated Tactical RPG Valkyria Chronicles and its sequels,
you'd take the exact controls of Action Mode (moving around, looking, aiming, shooting,
etc.) and place it into a dynamic turn-based system.
Each turn you get an Action Meter (based on your stats and perks), and while you're
still, the meter stands still.
Moving consumes Action Points, as does inventory usage, climbing ladders, vaulting over cover,
taking a shot or reloading.
Charging attacks would increase the chance to hit or amplify damage.
Perks would be interpreted differently in turn-based mode.
Whereas counter-attacks would be a timely press of a button in realtime, here it would
act as an interrupter - causing a mini-attack in the middle of another's turn.
If done properly, this would be the perfect marriage between the tactical origins of the
first games with the visceral action of modern games.
Ammo would be harder to find after decades of apocalyptic scarcity.
Weapons should be more disposable; breaking or falling into disrepair after regular use,
requiring the use of more improvised weaponry from the environment, similar to Zelda: Breath
of the Wild, but not quite as extreme.
Fallout 4's rechargeable power armor should be rebalanced and rethought so as to flesh
out unique playstyles.
There could be two grades of power armor: Light and Heavy.
Light power armor provides less armor and strength bonuses, consumes less energy, but
is discreet and compact enough to sneak around and scale ladders, with only a minor penalty.
Heavy power armor would take more juice to keep it running, and due to its bulk, would
be nearly immune to minor damage.
Slower and clunkier, marauding in heavy power armor should feel like you're in a walking
tank, yet it is obviously useless for stealth.
Shaking the earth beneath your steps, the armor's augmented strength would allow for
heavier weaponry such as super-mutant sledgehammers and jerry-rigged cannons and miniguns scavenged
from vehicles.
The
point of this exercise isn't to shame games or to comment on the failings of the industry
as of late.
It is a look forward to the future while rediscovering what artifacts of role-playing games we left
behind in our leap toward new technology, realtime 3D environments, and game design
trends.
A true successor to Fallout would bring the fascinating atmosphere and levity of the original
games, yet upgrade every aspect of it by way of modern game design.
Dumbed-down dialogue options which give the apparency of choice, would be replaced with
deep, multi-path conversations that can lead in various directions depending on your character's
build and choices.
Map markers would be replaced with clues written into your quest log that you'd have to read
and interpret.
The world is your radiated oyster: ally with the faction that most resonates with you,
work up their ranks, take down their enemies, or create an alliance to defeat a greater
threat to all denizens of the wastes.
Or go it solo and watch the rest of the world burn.
In summary, I want a ground-breaking game.
To see our next apocalyptic epic reach new heights in game design, and once again immerse
us in the living, still-breathing husk of a post-nuclear world where the reward for
overcoming its many pitfalls and dangers is surviving yet another day.
What is your vision for a perfect Fallout sequel?
Do you see eye-to-eye with what I've said here or do you have strong feelings in a different
direction?
Let's discuss in the comments!
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