Yup, creativity bone got active again. It is a thought I had before and in light of the PS5 coming and the time of a new Fallout (Fallout 5), I decided to think things through. I loved Fallout 3 and 4. I never played Fallout 76, for the mere reason that I am not in multiplayer games. And in all this the idea floated to add to what Fallout 4 brought and in this I started. The first thing I did as consider Fallout shelter, what if the players can transfer the three vaults to the game? Your own vault, they can all become places to live (once they are cleared out) and the game will set a stage based on the amount of rooms and on the locations used. There is a form of randomisation in this, but consider the situation where you the player have created a vault and it can become your new home. In addition I thought of a way for Bethesda to gain a few millions by making one change to the game, but that is for another time. So there I was thinking on the additional vault(s). So up to three vaults can be added (as Fallout Shelter has three vault options), and the stage is set to add it in another way as well. Each vault becomes a larger storyline in several ways to gain a larger stage. The new game is set around Seattle, from the Atlantic, the Olympic National park, Raymond, Centralia, Mineral, all the way north to Bellingham. It will be some area to explore. As such, one vault will be around Forks, the second around Blyn and the third will be around Yelm, these three will be additional to the Vaults in play and the stage that is set will aid to more exploration and a larger stage of exploration. The story in this game will be around restarting a new city, so the build option is required. In Fallout 4, it was limited to about 20, now it will be up to 100 for a city and three need to be created, beyond that there will be chapters on growth and chapters on each of the actions required. Filling it in will take time (this took me two hours). When we set that stage we have to evolve short and long distance weapons, we get a form of experience, each experience can be set to holo-discs and be used to create a stage of experience. Yet the holo-discs are rare, really rare. So we need to find those as well as holo-readers (one for each town). The challenge is to make it non-repetitive. In this game there will be 5 by 5 sectors, there must be a ring of non towns around the town selected, so that there is ample distance, in addition, the towns each will have one speciality (greens, fishing, hunting, building, tinkering, vehicles, armouring or X (currently unknown). The second part is that certain items will be class E (Exclusives), they will be placed in selected locations, but the 70 places will get 50 items seeded (so 25 remain empty) and they will be shuffled every new game, so there is a new situation, running after a guide or solution is a thing of the past. The idea of the 25 empty locations is to keep the pressure on and to allow expansions (or DLC’s) to add a few items over time. Then there is the situation of the Shelter locations will stage 5-15 additional spaces.
There will be 10 main stories, one for each of the shelters, three for the villages created and there will be in addition a railroad, a synth, a story of a Brotherhood of steel equivalent, and a Mariner story. Apart from the 10 main stories, I was considering adding several stories founded and connected to the native American tribes that were part of that region. So there are 10 main stories and 5-10 connected stories and after that smaller sub-quests that players could be connected to.
The idea is to set the stage where we get a adventure that is well over twice the amount that Fallout 4 allowed for.
In all this, there is a need for me to address the small issue I had with number 4. The workbenches made sense and were accepted, but what I saw from Fallout76, having a mobile one that we can place wherever. As such we get the second part, not just the mobile part, but to get a piece that like the holo-disc is really rare. It gives the game another dimension. As the title implies through innuendo, there was a thing in Fallout 3, There was the need to find the ‘pre-War books‘, here we will add 100 titles (out of 300) to a loot class, so 100 books will be set in locations, even as there are 200 locations, first 100 from 300 will be set, and they will be spread over 200 locations. Just a thought.
There is more to come, yet in an age of iterative gaming that gives us more of the same (certain Ubisoft titles), I have now given the readers 5 games (over the past stories) with highly innovative parts in gaming, so what is keeping makers like Ubisoft giving its gamers true innovative gaming?