I think Fallout 4 wouldn’t be nearly so infuriating if the dialog didn’t keep making promises that the writer never intended to keep. It makes it sound like wall-painter guy has stories to tell, but he’s just a nonsense fetch quest. You meet a big bad guy who wants to talk, but the conversation is dumb and pointless because my character isn’t allowed to ask any interesting questions. You meet people with pre-war memories, or strange backstories, or in odd situations, which makes it seem like they’re designed specifically to deliver exposition and stories. But no. It’s just another bland NPC who wants to give you caps to kill a bunch of crap.
In most games, the designer will use a story to hook you into doing a quest. In this game I kept doing quests, hoping to find a story somewhere.
I was usually disappointed.
Quakecon Keynote 2013 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
A look at the main Borderlands games. What works, what doesn't, and where the series can go from here.
Good to be the King?
Which would you rather be: A king in the middle ages, or a lower-income laborer in the 21st century?
Games and the Fear of Death
Why killing you might be the least scary thing a game can do.
Shamus Plays LOTRO
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.