I think I’ve figured it out. Here is how to make an expansion pack for a Fallout game:
- Make one new area motif. Now use it. Everywhere.
- Make one new weapon. Make sure it’s way overpowered.
- Make one new enemy model. Now use it. Everywhere. Make sure it’s crazy powerful so it can stand up to the overpowered weapon you added.
- Take away all player inventory.
- Take away all player choice.
- Take away the looting & bartering mechanics.
- Add one binary choice at the end, because then you can claim the DLC has “player choice”.
They don’t all follow this list, of course. But if you look at Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta, the pattern is there. Dead Money looks to be following that template as well. I don’t know. Haven’t played it myself. I watched Josh play Dead Money for 40 minutes this weekend. It looks better than the Fallout 3 DLC, but that’s a very, very small accomplishment.
I guess I’ll see how it turns out along with the rest of you.
I really hate this guy, how about I shoot his dumb ass?
You can’t. Bomb collar.
What about this guy?
Can I leave the-
Can I sneak by-
Maybe I should just steal-
Fine, I quit. I’ll go play the Witche-
You’re a jerk, you kn-
Man, I wish they would let me write videogames. This is easy!
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The Disappointment Engine
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The Witch Watch
My first REAL published book, about a guy who comes back from the dead due to a misunderstanding.
Overused Words in Game Titles
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