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Forums: Index > Fallout series general discussion > Stories and ideas for a future fallout game


•Okay here's my plot, Im not sure of a location yet but here goes... The player is a run-away slave from a major slaver faction and the slavers are after you because you stole a very valuable item or document (how it ties in to the plot I don’t know). The game starts off with the player on an old train looking at the important object, the carriage is made of old wood and you can see outside as the train thunders through the wastes. Suddenly there is a loud explosion and the train is thrown off the tracks. The player is thrown around in the carriage and knocked unconscious and left badly burned. It was a bunch of raiders trying to loot the train, they take the precious item and leave you for dead… the player is later found by a travelling merchant who take you to the nearest town on the back of his Brahmin, in the town the player goes through the usual facial reconstruction and skill analysis.

That’s all I got, what do you all think ?

That's the first half of New Vegas.

--

Indeed. You've taken the same events, and just changed a few of the specifics. Character obtains McGuffin. Character gets attacked, loses McGuffin, character must retrieve McGuffin. Contrast this with the FO1/2 plot (Go and retrieve the magical mystery McGuffin to save your people).

A "Fetch" quest isn't a bad start for a MQ (especially in Fallout where you can play it good or bad), but more originallity is required. Agent c 11:02, November 13, 2010 (UTC)

Fallout 3 was the same too. Except McGuffin was your daddy. The Wasteland Warrior

In most RPGs you're somebody's bitch. You may eventually escape that, but chances are you begin as a lackey and go through most of the game as a lackey. I had a notion for a Fallout game wherein you play someone who's just inherited a small caravan outfit in the NCR. You start off with a loyal aide to watch the home office and a crate of gecko skins or somesuch and set out to carve out an empire. A lot of quests would involve finding caravaneers and guards that suit your playstyle, opening up new markets, dealing with competitors and the government, etc. You could play a straight arrow, or deal in contraband and set out to sabotage your rivals. You'd be able to upgrade your facilities, work your way up from porters to teamsters with brahmin pulled wagons, to a train car or something. Eventually some quest would trigger a freak accident wherein just the right people die so the NCR has to hold a special election for President. You could elect to back one of any number of prominent people you've dealt with previously or throw your hat into the ring. You could run on the issues, inundate small towns with propaganda, get goons to make people "vote early and often," and otherwise bust your hump to get your ideal candidate into office. Eventually the results get in and you're treated to an ending depicting the general course charted by the new president, influenced by your choice of candidate and your actions in various quests (and perhaps your karma if you become president). As presented this is very rough and lacks a defined antagonist. Done poorly it would be FalloutTycoon, but it could take from what people like about games such as Mount & Blade.--OvaltinePatrol 08:23, November 15, 2010 (UTC)


I like ^ this idea but it sounds like a PC only game. User: MoonshadowDark

Here's my idea for Fallout 4. Starts off as a child growing in a little town when a bunch of mercs come and slaughter everyone including your family. You are found by a Caravaner who happens to wander by and takes you under his arm. Story slowly unfolds as the child grows and just like Fallout 3, cutting into certain moments as you grow up to change your karma and starting kit. Anyway goes through flashbacks until your character is an adult were you still are wandering with the caravaner and he picks up a radio signal for help by a broadcast. After finding were the broadcast comes from you find 2 dead Vault Dwellers with the weapons you start of with (If explosives is tagged they have grenades and a grenade rifle) also carrying Pip-Boys (A new model?) and some basic meds. A Deathclaw traps the caravaner while you're scavenging from the dead vault dwellers and severely wounds the caravaner who you've been with for all of your childhood. The caravaner tells you about your childhood after taking him away to someplace safe and also gives you some basic info and a lead (Holotape) about your parents killers before dying. Anyway after traveling to find this lead you start using the pip-boy you found from the dead Dwellers and the story unfolds. The killers depend on your actions so if you are evil throughout the game course at the conclusion you find out that your parents killers were retired mercs from a very dangerous group of mercs and they were killed by a group of regulators or if you were neutral they were just a common family killed by a gang of raiders. If you were good they were killed by a band of mercs and that they were part of a large gang of people who cleansed the wasteland of bad people. I've been thinking of this for a while just tell me what you think. --Mastererium 12:10, December 9, 2010 (UTC)

Pretty good, but what keeps the players from wandering off away from the Caravan and into the wastes during the opening scenes? --Pongsifu 12:15, December 9, 2010 (UTC)
Perhaps they could be scripted scenes or a boundary blocking you off from exploring too far? I dunno but overall my idea sounds like one that gives you alot of freedom of choice. But if you were a professional game designer would you choose this idea?--Mastererium 13:17, December 12, 2010 (UTC)
Well there is a reason they like to keep you indoors during the beginning, even if it is for a short time like in NV, is because they don't want you to wander off. They don't want to have to just line the area with invisible walls and make it feel artificial, they need to trap you yet not make you feel trapped. Several of the Elderscrolls games they even start you out as a prisoner either being released or escaping. Maybe if it were in some sort of valley but there would still be an entrance and an exit, and if there are several scenes throughout childhood, they couldn't make it always inside a valley. Unless they made it so you couldn't actually move your character. But that defeats the point, they did it in Fallout 3 so you learn how to do everything. --Pongsifu 15:52, December 12, 2010 (UTC)
How about 3 cut ins while growing up. 1 in a cave as a child which chooses your tagged and SPECIAL skills, 1 In a building as a teen and choses your karma somehow and the last in a valley when the guy dies that teaches you some of the gameplay mechanics? A bit of exploration and no roaming out to far but shows you how to play the game.
Hm.. How about in Fallout 4 (or whatever it's gonna be called) the player is put under arrest and brought to a new setting ([Fallout 4 setting]) he/she's never been before, away from the player's family and friends. He/she hears the news that he/she will be executed in four days. Then you get to edit the character's gender/race/physical appearance/name by changing the mugshot. After all the formalities , another prisoner (let's call him Eddie, [totally not a reference to FNV... ;)] ) walks up to you, and says he has a prison break plan, and wants to know what the player can bring to the table (in conversation you can tell him your strong points (tag skills) and your overall usefulness (S.P.E.C.I.A.L.). Then Eddie learns the player some controls, and a short while after that starts an epic prison break quest. After this, the player leaves the prison together with Eddie. Eddie will be your companion, but not long after the quest, he gets kidnapped by some guards that survived the prison break. The player will have no other option but to go back to the prison, and find the guards. They'll tell him that they will only let Eddie free if the player does a few jobs for the guards (quests that encourage the player to go out and explore locations and the main setting). There is no other job to save Eddie, and the player will complete the quests because Eddie saved the player's life, and he/she wants to return the favor. ~ YesMan
Sounds okay but not very Fallout like to me. It seems like more of a GTA story. Also doing that automatically sets the guards as the bad people in my view. Also if Eddie gets caught for escaping why don't you? It seems like a plot hole there.--Mastererium 10:06, December 27, 2010 (UTC)
I don't see what's wrong with Fallout 4 having a few antagonists.. Also, the guards didn't catch you because they need someone to do their job, it was either you or Eddie, and you are the one who got lucky. I don't see how this story doesn't fit into the Fallout universe, please explain. ~ YesMan
It's too similar to the GTA formula for me. Having to do peoples work. Sure you do it in Fallout but your always chasing after someones tail like in Fallout 1 and 3. The start for Fallout New Vegas was good. You were exploring and getting to towns and stuff. But when the factions kicked in, it got repetitive and boring because your being someone's bitch basically. The GTA series can get away with it because they point you in different directions by making you work for someone else. But your story doesn't do that. You're working for guards doing their jobs, After your done with them you return, Get an award and continue working for them. Notice how in Fallout New Vegas does this too specially when you got to get factions to side with you? Do a job for the Khans and return back. That was very repetitive for me and your story sounds like It'll do the same. I like the whole "Prison Escape" thing. Just working for guards doesn't really work. Perhaps if you and this Eddie chap looking for the guy who got you in prison in the first place will work and if you side with Eddie you'll follow down the good karma path but the guy who got you in prison in the first place becomes your enemy and if you wish to follow the Neutral path you can forget about Eddie and this "guy that got you in jail" and bring them both down because both Eddie and "this guy" had something to do ending you up in jail. for the Bad karma path you forgive "this guy" and work against Eddie who then becomes your enemy. Also you'll need a story that gives your character history like Fallout 3 so you understand what your characters been through. New Vegas didn't do this aside from the little conversation topics that reveal you've been to New Reno.--Mastererium 15:07, December 28, 2010 (UTC)
You got some valid points there, but chasing a guy all across the map sounds a bit familiar... I disagree with what you're saying about that Fallout characters should have a history, it's an RPG, and people like to create their characters and come up with their own stories for them. ~ YesMan
Creating characters history is what Fallout 3 did. And The Lone Wanderer was much more interesting to play as than the Courier. You knew what your character went through as he/she grew up and what experiences he/she had. That's what felt weird about The Courier, You're playing as a guy you got no clue about, you don't know what's happened to his parents and his buddies from way back.--Mastererium 08:17, December 29, 2010 (UTC)
Well that's what you think. I don't think I can convince you that a character shouldn't have too much of a history and I don't think you can convince me that a character should. Maybe we should just leave it at that. ~ YesMan
Agreed, Good story though my lad.--Mastererium 15:25, December 29, 2010 (UTC)

I had another idea which goes against what I've been saying about dropping the Brotherhood: you play an initiate who is with a small BoS group looking to make a new chapter in a new land. The new land has a high-tech group of its own with no interest in letting your guys anywhere near and do a good job of shredding you apart in an ambush. Your would-be Elder and Head Paladin are dead and the only leadership left is the senior Scribe and Knight. Initial quests are about setting up shop in a safe place. Because the group is short staffed and you're an initiate you pull double duty doing stuff for the Knight and the Scribe to get a taste of how things are for them. Being the protagonist, you naturally become awesome and relied upon and people begin to look to you for leadership and the only surviving Paladin initiates you into the order and conveniently dies in another attack on the enemy, leaving you in charge.

Now the chapter's destiny is in your hands. You can cruelly plunder tech from the nearby communities (unaffiliated with the enemy), restrict yourself to seeking out Pre-War caches in bases and labs or only take them from unresponsible parties like raiders and cults (ha ha, BoS hypocrisy), or go full ret...full Lyons and play crusading good guy for the locals. Eventually you have to confront the enemy. If you just looted pre-war sites and the irresponsible, they're still a little tougher than you but beatable. If you went the Lyons route they're way tougher than you but you get the support of the locals, and they're on equal footing if you went full bastard. After you deal with them you might then have to deal with a mutiny if you went full good guy, a peasant revolt if you went full bastard, and if you went middle of the road you have to defend your leadership to the Brotherhood in Lost Hills (not because they disapprove of what you've done, just because they want to have someone with more seniority as a leader) which could be done in a debate or challenge of some kind.--OvaltinePatrol 16:50, December 31, 2010 (UTC)

Uhh, I don't see this story happening.--Mastererium 19:19, December 31, 2010 (UTC)
Frankly I don't see anything anyone on this forum thinking of happening. The Fallout series has consisted of 2 McGuffin hunts, a war, a McGuffin hunt leading to a war, and whatever the hell Brotherhood of Steel was about. I'm trying to come up with concepts that are slightly different.--OvaltinePatrol 19:49, December

31, 2010 (UTC)

But these stories give you freedom of choice which the Fallout series is largely about. Yours seems too much like keeping control of the BoS. The side quests wouldn't work out because why would to BoS be roaming the wasteland helping people out which they're forbidden to do? How do you think the F3 BoS was kicked from the main BoS? And if you'r trying to copy the F3 BoS by making them the saviors of the wasteland, the formula would be boring. Yours ties too much to the main quest and not enough to the side ones.--Mastererium 15:14, January 3, 2011 (UTC)
The break between Lyon's Brotherhood and the Outcasts didn't happen overnight, I specifically address that. If the player runs the Brotherhood like a band of do-good knights you have to deal with a mutiny in the end. If your argument is that my idea can't work because I don't rattle off a bunch of sidequests then I'll refer you to the title of the forum which is in regards to the story and not the sidequests. Part of the goal is to let the player run things their way, I've seen various criticisms of different chapters of the Brotherhood (mostly of Lyons), this would let you do things "right," whatever that means for you.--OvaltinePatrol 16:02, January 4, 2011 (UTC)

I am thinking that if there was a game based in the swamp areas, like in Louisiana would be interesting. I already know that there is the Florida idea, but it would still be interesting. --Dark Technician 21:22, January 4, 2011 (UTC)

Well that'd be too similair to Point Lookout wouldn't it? It could be another DLC for New Vegas though.--Mastererium 02:46, January 5, 2011 (UTC)

Lookout was great though. I wouldn't mind a whole game like that. MoonshadowDark
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