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.
Final Fantasy X
A game about the ghost of an underwater football player who travels through time to save the world from a tick that controls kaiju satan. Really.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
A programming project where I set out to make a gigantic and complex world from simple data.
Shamus Plays WOW
Ever wondered what's in all those quest boxes you've never bothered to read? Get ready: They're more insane than you might expect.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.