![]() That felt really cheap, those quests feel like they’re a punishment just for picking them up. I think it’s more obnoxious in say, Skyrim, where you’ll get missions to the samey dungeons, and then afterwards, you’ll get radiant quests to do the same thing, sometimes even to the same location for a respawned enemy. It is like reusing content, but it’s just adding a random spawn where you’re moving which could create a memorable encounter. The fact that they posed a good chance of killing your companions, especially Dogmeat, really improved it.Īreas like the Deathclaw quarry were good too, I think having some of both is a good idea. I saw him running back, and then I realised, that, somehow, there was a Deathclaw on the path, and Dogmeat was going to set him off. I remember when Dogmeat got stuck in the level geometry (Stupid glitch) and I fast travelled to Vault 101 to wait for him. It was the first time I’d fought one, and it was tough, and it was a really memorable fight. A vertiberd came and dropped off Enclave troops and one of their Deathclaws. I remember in Fallout 3, I was travelling on some quest, and I walked past a square. There are some chance encounters that work. Procedurally generated content in a preset environment just feels like the Dragon Age 2 asset reuse all over again to me. You’ll never encounter an unusual foe/location combination by chance, nor will you encounter most legendaries in cool scripted fights. ![]() There aren’t a lot of places where legendaries are the boss in a mini dungeon or part of a quest or even alluded to by people beforehand either. There is no randomness to the world itself, it’s all pregenerated. Or enough of the encounter parameters must be random so that truly unique outcomes can occur (original XCOM, most of diablo 1 and 2 (dunno 3 well)…).įallout 4 tries to straddle the middle, and it doesn’t work. But it’s not a ‘legendary’ creature, it’s a level adjusted regular deathclaw spawn (with a +X on the spawn table to make sure it’s tough).įor something to be legendary, two things need to happen:Įither the encounter must be carefully choreographed to occur and the player prepared (Mirelurk King in the ? caves in New Vegas (where you find all the log pages on the way in), the deathclaw in the witch museum, The butcher in diablo 1, first deathclaw in Fallout 1…). The deathclaw in the witch museum? That was legendary, ie memorable. ![]() Indeed, Fallout 4 uses the word legendary the same way Ubisoft uses the word iconic: with no regard to its meaning. Perhaps do the Dark Souls thing where you find it and it’s covered in bullet holes and has broken Shishkebabs sticking out of it. Give it some folklore, have people talk about how only the bravest dare venture it’s hunting ground, or how maybe they wouldn’t mind allying with the Brotherhood if these newcomers can get rid of it for them. Have NPCs in the cities talk whisper about the Legendary Bloatfly that stalks the land, and let the play ask them about it. Have some nasty creature that could randomly spawn across a large are at anytime, but also have it be part of the world that people acknowledge. I think a merge between those two philosophies would be perfectly serviceable, as long as you had some decent worldbuilding to go with it. Obsidian has the Bad Places where the Deathclaws live that have stories behind them and that you can go to when you feel ready. It’s gamey, but it keeps you on your toes as you wander. Bethesda is just fine having Deathclaws spawn in random places, even if they have no reason to be there. It sort of highlights another another Bethesda/Obsidian difference. It spooked me so much that I avoided that whole area of the map for multiple play-throughs. I was just wandering along, doing some quests for the Brotherhood, when it suddenly emerged from behind a rock and one-shotted me in a matter of seconds. One of my most remembered moments from New Vegas was when the Deathclaw Alpha Male from Quarry Junction glitched out and ended up in an obscure corner in Hidden Valley in steady. In their culture, the closest thing to love is unconditional obedience to another.To be honest, I actually quite like the idea of a super powerful Legendary creature that you can just run across at any point. I even question whether it can be called a “romance storyline” because, as far as I know, the Drukhari culture lacks the concept of “love” entirely. I’m just very curious about how Marazhai’s romance storyline will develop.
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