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Such an awesome game.... I envy you if you're playing it the first time... LOL.. wish I could go back and play it again for the first time.
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timppu: I've seen this problem mainly with (some) RPGs where you may be kicking yourself in the head for making the wrong selections in the beginning. I've restarted some RPGs, some even many times, due to this, and never felt it is a good thing. Last one was Dungeon Siege and its expansion; I recall I also restarted Gothic for a similar reason (not sure if I remember wrong). Oh and Fallout Tactics, mainly because I didn't realize the importance of one certain perk, to get it early on, and what kind of characters can get it anyway.

I think many games, especially RPGs, need a FAQ called "Things I Wish I Had Known When I Started The Game". I've seen such for some games. (Come to think of it, this is mostly related to RPGs. I can't recall any action FPS or RTS games where I felt a need to restart a game due to wrong selections or anything... and I guess some old adventure games with dead-ends, like Space Quest 1 if you fail to take one item with you from the start location...).

Naturally, if you are fine with the idea of replaying those games through several times, then this doesn't matter. Also, it matters if you are a "power gamer" or fine with the idea that you are e.g. not playing an optimal character, like playing a magician with low intelligence/wisdom, or a fighter with low strength.
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dtgreene: Personally, the problem is that many RPGs (and games that borrow their growth systems from RPGs) force the player to make too many irreversible choices when it comes to character development. I would say that many RPGs would be better with some tweaks:

* Make skill points easily re-allocatable. Alternatively, decouple skill points from leveling; have skill points be separate from XP, and don't include a mechanic that would make them harder to get later on.

* At character creation, limit the number of choices that need to be made; maybe have the character's class be the only irreversible choice the player has to make.

* Allow the player to create new characters mid-game, and to swap out those characters with older characters. This way, if the player doesn't like their choice of class, they can replace that character with a new one of a different class. Ideally, the old character should be available in case the player changes their mind.

* Alternatively, get rid of choices in character development entirely. The Metroidvania-style Castlevanias, for example, don't include such irreversible choices (although SotN has random stat growth which I consider to be a poor mechanic, and CotM has extra post-game modes where your stat growth is different).

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Robette: This is not Baldurs Gate, you can make "evil" choices without ruining your game...
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dtgreene: Out of curiosity, is a genocide run, in which you kill every single character except the main character, possible in this game? Is it feasible to do this, and is it still possible to beat the game afterwords?

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darthspudius: The game is short, play it on easy to get a feel for it and don't worry about exploring too much to begin with. Getting that first mission out of the way will give you enough experience in and out of the game to get a good idea of what is to come. Enjoy.
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dtgreene: Is it short enough to be beaten in a few hours just playing casually (not speedrunning; a speedrun can go under 5 minutes, but that's not going to happen unless somebody is already intimately familiar with the game)?
I think you miss the largest poinjjts of an RPG

how about jsut an IWIN button, would that do it for you?
Check the pcgamingwiki for any technical difficulties you may encounter.
I have yet to play it myself, I only played fallout 3 but at some point will dive into fallout 1 but what I hear is the water thing is annoying in the game due to it being time based. but 2 has a more laid back story with none of that going on, is that true?
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DreamedArtist: I have yet to play it myself, I only played fallout 3 but at some point will dive into fallout 1 but what I hear is the water thing is annoying in the game due to it being time based. but 2 has a more laid back story with none of that going on, is that true?
It's true that Fallout 2 has no time constraint, but it's not that bad in Fallout 1. See yogsloth post number 4 above.

I'm kinda the completionist type of player, searching every nook and cranny, trying to solve every quest and didn't run out of time in Fallout 1. And I've played those games when there were no Wikis that help you better grasp the mechanics, equipment, weapons, etc.
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OldFatGuy: Such an awesome game.... I envy you if you're playing it the first time... LOL.. wish I could go back and play it again for the first time.
Me too, you said it perfectly. One of the best and most immersive games I ever played.
Just increase small arms, and maybe later energy weapons, then you'll be fine. Heavy weapons, melee etc. isn't that useful. Can't remember much about the stats, but iirc perception and agility (for action points) are most important to do well in combat.
Personally I think Fallout 1 is very overrated...but it's still a decent game.
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drealmer7: I think you miss the largest poinjjts of an RPG

how about jsut an IWIN button, would that do it for you?
No, I am not missing these points at all.

Consider Final Fantasy 5: The game lets you change your setup at any time, and abilities are gained through ABP (which, unlike skill points, are not tied to level, and don't become increasingly difficult to get as the game progresses), yet the game manages to be quite difficult.

Also, not every game that would qualify as an RPG needs a complex growth system; I note that Final Fantasy Mystic Quest doesn't (you can level up, but there are no choices to be made), yet it manages to be fun and will occasionally give you party wipes despite its reputation for being easy.

Also, Wizardry 1 lets you make new characters mid-game, and the only choices (if you aren't reloading level ups somehow) past character creation are whether and when to change classes, yet that game is not considered easy. I could also mention Elminage Gothic, which has similar characteristics, and which I quit during the late post game because the game got too hard even for me.

Furthermore, you didn't answer either of the questions I asked in the post you replied to.

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I finished my first playthrough in 4 hrs. Second lasted much longer.
Played Fallout 1 few years ago, a couple of hours, didn't go too far in the game. Back then, I didn't even knew you could recruit NPCs and thought it was single player only. I enjoyed it quite a bit, a lot of freedom, responsive dialogue and reactions from NPCs, depending on character stats, gender and even actions. The post-apocalyptic/post-nuclear setting was fairly fresh and not overly used like today, the exploration was enjoyable with plenty of stuff to discover and uncover.

I also remember sucking at combat, I didn't have a lot of experience with strategic turn based combat games, I picked the woman and my character built was probably less than optimal. I took a pause after hitting a difficult part, then I got distracted by other games/stuff and never went back.

I really hated the time limit, it does make sense scenario-wise, but it puts needless stress on the player and I just hate having to rush in my games, especially in RPGs, where exploration and atmosphere are paramount to the enjoyment of the game.

I plan to give it another chance soon (hopefully) so I could finally play the rest of the series. It's a landmark roleplaying game, very influential, games like UnderRail, Age of Decadence, Wasteland 2/3 and many others wouldn't exist if it wasn't for Fallout's success. It aged quite a bit, but it oozes quality and it's well worth every player's time.
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Hirkis: I really hated the time limit, it does make sense scenario-wise, but it puts needless stress on the player and I just hate having to rush in my games, especially in RPGs, where exploration and atmosphere are paramount to the enjoyment of the game.
But you don't have to rush it. There are hundreds of posts stating that.
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darthspudius: But you don't have to rush it. There are hundreds of posts stating that.
I know the allocated time is more than enough to explore and finish the game, I can't explain it, it's just a psychological thing I guess. In a setting like Fallout, survival alone should provide enough incentive, without there being a time limit.
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darthspudius: But you don't have to rush it. There are hundreds of posts stating that.
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Hirkis: I know the allocated time is more than enough to explore and finish the game, I can't explain it, it's just a psychological thing I guess. In a setting like Fallout, survival alone should provide enough incentive, without there being a time limit.
There's no time limit after you finish that quest, and if you talk with the Water Merchants you can increase the time limit by a number of days.
Post edited December 18, 2017 by ariaspi
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Hirkis: I know the allocated time is more than enough to explore and finish the game, I can't explain it, it's just a psychological thing I guess. In a setting like Fallout, survival alone should provide enough incentive, without there being a time limit.
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ariaspi: ...
might want to spoiler your stuff since this is a thread for someone having not played
Post edited December 17, 2017 by drealmer7
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ariaspi: ...
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drealmer7: might want to spoiler your stuff since this is a thread for someone having not played
It's a very minor spoiler and if people are so worried about the time limit imposed by this quest, that some are not even willing to play it anymore, I guess my disclosure will only ease some of those worries.