Montag, 11. Mai 2020

The making of Fallout 76: Wastelanders

When Bethesda Game Studios decided to bring human NPCs into their post-apocalyptic MMORPG Fallout 76, they wrestled with a kind of temporal dissonance. The new arrivals were a reflection of the year or so of real time that players had spent making West Virginia more habitable. Yet those first quests still remain, locked in their original time period.

Night turns to day in Fallout 76, the sun coaxing new fruit from the tato plants in my garden. There are even seasons of sorts, the West Virginian forest waxing and waning according to its own schedule. But, as in most RPGs, real change occurs only at the player’s convenience. Quests await activation, and the Scorched plague rolls on until I deign to find a cure, playing second fiddle to my ambitions of bringing interior design back to Appalachia. With the exception of the other players wandering the wastes, the world of Fallout 76 is static, moving only when I do. Until recently, that is.

(more…)



from Rock, Paper, Shotgun https://ift.tt/3blZq8v
via IFTTT

Keine Kommentare:

Kommentar veröffentlichen