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>hear people complain how black and white fallout 3 is and how much better new vegas is
>play new vegas
>first conflict: help the town that selflessly saved your life or side with bandits to slaughter them for no reason

Obsidian don't do 'grey'. They do 'painfully obviously good/evil'
New Vegas is honestly one of the best examples of this
Most of the choices are literally 'kill the nice people/innocents or else let the evil guys take over'
>>
>>3903029
>Obsidian don't do 'grey'.
Good.
>>
Yeah that's what happens in Fallout
>>
>>3903029
You might not believe this, but the game's moral complexity evolves along with the rest of the game's systems, it's almost as if they built an actual narrative arc and tailored the gameworld to convey it. Crazy thought, huh?
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>>3903272
Does not make for a good bait OP, sorry
>>
>>3903029
https://arch.b4k.dev/v/thread/729908950/#729908950
>>
>>3903337
Flip a coin: is anon reposting his own thread on another board? Or is anon reposting someone else's thread on another board?
>>
>>3903029
Or side with Cobb because Benny was right about you, and Doc saving you was a mistake.
>>
Fallout 3 has more moral ambiguity than Fallout New Vegas.
Some retard is going to think that I am saying Fallout 3 is the better game.
>>
>>3903612
How dare you say that Fallout 3 is the better game
>>
>>3903029
You can ignore it. Which seems pretty Grey. I recommend following the road north and to find the secret loot in the quarry
>>
>>3903029
NV is very black and white at first, but once you meet house some things become grey, like how "good" the NCR really is, or how you have to take down all the side factions just to please him. once you get to yes man things get even greyer because he explains why house wanted to take down each faction, and the player gets to decide whether or not each would be good for the future or not.
>>
>>3903029
The Goodsprings-Powder Gangers situation allows you to establish the morality of your character from the get go in a reasonable and logical way.
You take the town's side as a way to return the favor since they saved you, or disregard that and side with the bandits which is what anyone would logically do as they are reportedly better armed and numerous than the militia raised by the town.
>painfully obviously good/evil
Considering Goodsprings as a "good side" is retarded anyway, if you speak with the townies some are willing to fight, others want to throw Ringo to the wolves and some don't care. Sunny wants to help Ringo (whom you don't even know) and should be considered good, Mitchell gives you supplies, Trudy and the others need to be persuaded so they're not exactly that good.
>>
The goodsprings powder ganger situation feels pointless and boring but I keep feeling obligated to do it every playthrough even though I saw it for the rudimentary tutorial town junk it was on my first time. It even has an ending slide.
I wish there was more to it.
>>
>>3903629
I wish there was a resolution if you ignored this quest, like timed quest that if you don't side with the townspeople the Powder gang end up finding Benny and killing him
>>
>>3903629
This. The neutral option is not getting involved.
It makes for a pretty dull game.
>>
>>3903029
Morality is a secondary consideration to faction reputation in New Vegas. They still kept the karma system but it's not the primary concern. In Fallout 3 Karma was a much bigger deal because it affects your perk choices, which player house you can get, which companions you have access to, and influences your random encounters. In New Vegas the only companion who factors in your karma is Cass (and you have to kill her anyway to complete Birds of a Feather, so it's a feature that can quite possibly just never come up in your playthrough), and you only get 1 random encounter related to karma and you need to have evil karma for it.
>>
>>3903029
Goodsprings foreshadows the main quest of NV by showing both sides of a conflict, making you pick a side and then having to gather allies for the side you picked.
Similarly, Primm and Nipton are used to introduce NCR and Legion respectively by showing how they both deal with a town full of criminals.
>>
>>3907788
Mechanically there is zero incentive to side with the Powder Gangers because the primary reward for having them "take over" the town is increased reputation you can use to do Eddy's quest line without hassle. The problem is that donning a Powder Ganger disguise you get from their corpses if you side with the townsfolk gives you the exact same mechanical benefit. In ending slides, siding with the Powder Gangers is treated the same as if you had killed all the townsfolk yourself without involving them, so it's narratively unsatisfying as well because they don't even run the place and it just becomes a ghost town.
>>
>>3907791
Is there any reason to side with the Powder gang at all unless your character is cartoonishly evil
>>
>>3907807
Not really. The Powder Gangers are an Act 1 villain before the greater power struggle of the region is made fully apparent to the player. You can say you get a couple rewards from Eddie, and you don't get attacked by Powder Gangers along I-15 or at their camps, but the faction is irrelevant pretty quickly into the game (by design, mind you).

Thematically this is best exemplified by Nipton being full of Powder Gangers when it was razed. You're trading these ex-cons who've been bothering you for the last few hours for an actual disciplined army who pose a greater threat to the region, as well as the player (if you so choose, anyway).
>>
>>3907821
It'd make sense if the Powder Gang and the Great Khans were the same faction. Cause then you'd side with Cobb for some piece of information about the guys that shot you or something like that. It'd also make sense to do Eddie's quest to get them to join the Legion's side
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>>3907777
>finding Benny
that would be a weird ending
>>
>>3907832
Not Benny. Ringo



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