MinisterofDOOM wrote:Remember that even if you've finished "everything" there is to do in the game, you really haven't. If you played through as a "good" character, start a new evil character. Or just go through and do things differently this time around. There are so many decisions in the game that you could play through it a few times and still find lots of new things you didn't experience before.
Levels 20-29 felt very much the same for me. 30 was a HUGE change, though, since I strategically levelled with the end-game perk "Almost Perfect" in mind. My SPECIAL stats went from 6s and 7s and a couple of 9s with armor bonuses to ALL 10s. And since SPECIAL stats affect various skill rankings, my skills syrocketed with them, from a few at 100 to ALL BUT FIVE at 100. And of those 5, only two are below 75. That's a massive difference from where I was at 29. With Almost Perfect plus my planning ahead and waiting to collect the SPECIAL bobbleheads (which stack with Almost Perfect but not vice versa, so you have to get them last) I was able to hugely improve my character in just that one level.
As for the level cap, I'd bet a good sum of money that the reasons are almost all technical.
For levels above 30 (or, really, 20 for that matter) to really work correctly, the skill caps need to be raised, too. In fallout 2, skills could be raised as high as 300, but above 200 started getting very expensive (required several skill points to raise the skill one level). I'm actually surprised Bethesda didn't raise the skill caps 10 or 15 levels for Broken Steel. But then that introduces it's own new problems, like task difficulty scaling (do you introduce a new difficulty level above "very hard" or merely reward players who put points beyond 100 into a skill by improving their chances of success?). Lots of back-end balancing issues come up, and considering that bethesda merely raised the level cap and introduced a couple new baddies (which is largely the reason that level 25 feels the same as 30 as you noted) I think they were trying to take the easy way out of that one.
Another technical issue you run into specifically when dealing with Bethesda's TES/Fallout engine is levelled lists. Levelled lists determine what types of what objects of what level spawn for the player depending on the player's level. EVERYTHING in the game has a levelled list. Monsters, items, etc. The radscorpion levelled list is what causes Albino Radscorpions to appear after level 20. It controls what items are found in containers, which versions of monsters spawn, what equipment they have, etc. Fallout 3's levelled lists are more scalable than the old Oblivion version which improves the random feel of things and makes it so the difficulty curve isn't so flat and every fight isn't exactly the same.The benefit of levelled lists is that the player can take things at their own pace instead of moving on to "the level 10 area" and then "the level 15 area" and so on. The game world feels like it progresses more organically and naturally and it makes the player feel more like they're IN the world rather than just watching things happen from afar. But since EVERY object/creature/npc/etc. in the game has a levelled list, that means when the level cap is raised, the levelled lists must be redefined or added onto to match. And, beyond that (preferably) new entities are added to the "tops" of those lists for players that reach the new levels. Bethesda added the Albino Radscorpion and the Super Mutant Overlord, but those are really just variants of existing monsters. New monsters would have to be added to go up to 40 or 50 or beyond. And they'd have to have scaled variants for new level brackets ever 5 levels or so to retain the same balance the game currently demonstrates.Then of course you need new weapons and armor to scale with everything else. How long does the Enclave Hellfire Armor's 50DR remain relevant when monsters start having 5000 health and doing 600 damage? But if you want to remain accurate to the storyline, we really shouldn't have access to anything better than that. The Enclave MKII power armor is about as good as it gets, and the Hellfire Armor is the latest iteration of that armor lineage. It's the best they've been able to do, and they're the ones on the cutting edge of power armor tech. The MKII is relatively new tech, too, and considering how long it's taken the Enclave to even get that far, it wouldn't make sense for them to have anything better so quickly.
Honestly, I think a huge part of the problem was Bethesda's shortsightedness with the original ending. I love the game and have a lot of respect for Bethesda, but that shortsightedness put a kind of damper on the game's scalability. They had the meanest nasties coming at the player at level 20. Now we've already got Death Claws, which are long-established as the nastiest nasties in the whole Fallout universe. Where do you go from there? Merely cranking up the health and damage of the same enemies for 20 more levels wouldn't be very interesting for the player. So they've really restricted their room to move as far as advancing the player after that original ending point. Bethesda had not originally planned on continuing the story after the original ending. They changed their minds after so much negative feedback was received. If they'd planned on doing Broken Steel from the outset, they could have held off on Death Claws etc. until level 30 or so. Maybe have baby deathclaws before that. Of course there could always be Death Claw Matriarchs for the higher levels, but that takes us right back around to the whole "new stats on old monsters isn't interesting" problem.
Whoa! I agree with most of what you said.
I'd like to point out again, the largest thing I'm missing is the mere presence of an accumulating figure (XP). I simply don't like that it stops at level 30 - I'd be happy if I never leveled up again, but just continued to gain tattoo teardrops.
In regard to your other point about monsters being capped, there are many ways to increase difficulty without losing game reality. One is to increase the quantity of creatures along with the "level lists."
I'll also respectfully disagree with you regarding the "new stats for old monsters is boring" statement. The nearly 30 year old method of rebadging monster names and raising stats can be done very tastefully. Lessons from Dragon Warrior (metal babbles/slimes!), Final Fantasy, Super Mario Brothers, the list goes forever.
Speed increase, introduction of HEADSHOT player kills, increasing damage, introduce monsters that use sophisticated AI in attack (always fight in pairs, 180 degree straight flank) - there are many ways to do it well.
New guns and enemies aren't hard to create either - hell, they could probably SELL enemy and weapon patches on Bethesda.com for $1 apiece. Want a new enemy that stands 50 feet tall and requires a level 40 to buy and beat? $2.
This game could go much farther, and gather a larger following, with investments that will prove true in the long run. I don't think they'll see it.
Haven't played in a week because I can't hear the "cha-ching"
(oh, and already got all books and bobbleheads)
There are many ways since the dawn of games, to modify the creatures in a "tasteful" manner.
I should add I'm a government contractor for a software development firm, so I'm a bit inclined to criticize software - the game is great.
Modified by paranoidjack at 10:56 PM 5/21/2009