Fallout's Level Design & Movement - Game Design Analysis

BludPanda
3 Feb 202112:05

Summary

TLDRThis video script delves into the art of environmental design in the Fallout series, highlighting the use of spatial mystery and wayfinding affordances to engage players. It explains how the game's open world uses landmarks, paths, and obstacles to guide exploration, creating a sense of discovery and narrative immersion. The script also touches on the importance of 'prospect and refuge' in creating tension and a survival instinct within the game's atmosphere, emphasizing the balance between technical design and compelling storytelling to craft a rich gaming experience.

Takeaways

  • 🌟 The script discusses the importance of environmental design and interactable spatial cinematography in open-world RPGs like Fallout.
  • 🎮 The unique aspect of video games, especially in open-world settings, is the interactivity that affects game design and player engagement.
  • 🕵️‍♂️ The video focuses on how Fallout uses spatial mystery and wayfinding affordances to grab a player's attention and guide them through the game world.
  • 🏙️ Fallout introduces the wasteland with landmarks and affordances that hint at the direction players should take, setting the stage for exploration.
  • 🔍 Mystery affordances, such as distant, intriguing landmarks, entice players to explore and discover more about the game's environment.
  • 🛤️ Wayfinding affordances guide players on the path they should take, using roads, signs, and environmental cues to lead them towards objectives.
  • 🗺️ Fallout New Vegas uses the map itself as an affordance, creating a calculated path for players to follow, with barriers and hidden shortcuts.
  • 🏞️ The game design encourages exploration by placing side locations and quests along the main roads, branching out like a tree with smaller branches.
  • 🕶️ Fallout 3 is praised for its atmospheric and mysterious dungeons, which challenge players to navigate and explore expansive interconnected areas.
  • 👾 The use of prospect and refuge in Fallout games creates an intense atmosphere, where players seek safety and monitor their surroundings.
  • 📖 The script emphasizes the importance of narrative focus in game design, where every element from gameplay to level design should complement the story.

Q & A

  • What is the main focus of the video script regarding Fallout's level design?

    -The main focus of the video script is on how Fallout's level design, particularly environmental design and spatial cinematography, grabs a player's attention through spatial mystery and wayfinding affordances.

  • What is an affordance in the context of video game design?

    -In the context of video game design, an affordance refers to the function or allowable action of an object that brings attention to itself, such as a door that signals it can be opened to lead to a new place.

  • How does the introduction of the wasteland in Fallout games use affordances to guide the player?

    -The introduction of the wasteland in Fallout games uses mystery affordances, such as distant landmarks, and wayfinding affordances, like paths and signs, to guide the player in the right direction to start their journey.

  • What is the significance of the tumbleweed, robot Victor, and wind turbine in Fallout: New Vegas in terms of level design?

    -In Fallout: New Vegas, the tumbleweed, robot Victor, and wind turbine serve as dynamic wayfinding affordances, moving in the direction the game wants the player to move towards, which is towards the saloon.

  • How does Fallout: New Vegas use the map to lead the player through the game like a roller coaster?

    -Fallout: New Vegas uses the map as a series of barriers and paths that subtly influence the player's journey, with the map structured like a tree with branches leading to smaller branches, encouraging exploration and discovery of side locations and quests.

  • What role do dungeons play in Fallout 3's level design in terms of exploration and mystery?

    -Dungeons in Fallout 3, such as interconnected subway stations and city ruins, play a significant role in the level design by providing an atmospheric, mysterious environment that encourages exploration and can easily lead to players getting lost in a good way.

  • How does Fallout 3 use physical obstacles and enemy obstacles to enhance the wayfinding experience?

    -Fallout 3 uses physical obstacles and enemy obstacles to make the path to the player's destination more complicated, which in turn makes the journey more interesting and encourages the discovery of additional content along the way.

  • What is the concept of prospect and refuge in the context of Fallout games?

    -In the context of Fallout games, prospect refers to the ability to monitor surroundings, and refuge is being within a safe place, usually enclosed. The game uses these concepts to create intensity, fear, and a sense of survival, influencing player behavior and movement.

  • How does the 'The Pitt' DLC for Fallout 3 use the concepts of prospect and refuge to enhance the player's experience?

    -The 'The Pitt' DLC uses the concepts of prospect and refuge by forcing the player to sneak around and seek refuge while avoiding mines and a sniper, creating an intense and vulnerable experience that changes as the player progresses and gains more control.

  • What is the atmosphere created by the 'Far Harbor' DLC for Fallout 4, and how does it affect the player's behavior?

    -The 'Far Harbor' DLC creates an atmosphere of mystery, horror, and creepiness, affecting the player's behavior by encouraging them to seek prospect and refuge, whether that be in major locations or the best available cover, to survive against the intense environment.

  • How does Fallout's narrative and aesthetic contribute to the level design and player engagement?

    -Fallout's narrative and aesthetic contribute to the level design by making the world interesting and mysterious, encouraging exploration. The immersive and atmospheric aesthetic of the game, especially in Fallout 3, is a significant factor that draws players into the game world.

Outlines

00:00

🌆 Environmental Design and Spatial Cinematography in Fallout

The first paragraph introduces the concept of environmental design in the Fallout video game series, focusing on the importance of spatial mystery and wayfinding affordances in open-world RPGs. The speaker, who aspires to enter game design, explains the term 'affordance' as it relates to attention and function, using doors and coffee mug handles as examples. The summary highlights how Fallout games use distant landmarks and directional cues to guide players, such as the neon sign of a saloon in New Vegas or the Washington Monument in Fallout 3. The paragraph also touches on the game's use of interactive elements like moving tumbleweeds and wind turbines to direct player movement.

05:00

🗺️ Wayfinding and Exploration in Fallout's Open World

This paragraph delves deeper into the way Fallout games use environmental storytelling and level design to encourage exploration. It discusses how the game's map is structured like a tree with branching paths, leading players from one landmark to another, creating a cycle of discovery. The speaker contrasts this with Fallout 3's interconnected subway stations and city ruins, which offer a different kind of exploration experience by presenting obstacles and enemies that force players to deviate from their original paths. The paragraph also introduces the concepts of 'prospect' and 'refuge' as elements of wayfinding that contribute to the game's intensity and survival aspects.

10:02

🎭 Narrative and Aesthetic in Fallout's Level Design

The final paragraph emphasizes the importance of narrative focus in game design, stating that all elements, including level design, should complement and extend the game's story. It reflects on the speaker's personal connection to Fallout 3 and the role of the game's immersive and atmospheric aesthetic in drawing players into its world. The paragraph concludes by stressing the need for interesting and aesthetically pleasing elements in open-world games like Fallout to maintain player engagement and curiosity.

Mindmap

Keywords

💡Environmental Design

Environmental design in the context of the video refers to the way the game world is crafted to influence player behavior and experience. It is a key aspect of level design that Fallout games utilize to create immersive and engaging gameplay. The script mentions how Fallout uses environmental design to grab a player's attention through spatial mystery and wayfinding affordances, which are essential for guiding players through the game world.

💡Spatial Cinematography

Spatial cinematography, as discussed in the video, is a technical term for the way space is used in video games to tell a story or guide the player. It is particularly important in open-world RPGs like Fallout, where the environment plays a significant role in the player's journey. The script explains how Fallout uses spatial elements to create a sense of mystery and to guide the player's exploration.

💡Affordance

An affordance, in the context of this video, is a feature of an object or environment that suggests how it can be used. For example, a door's function to open and lead to a new place is an affordance. The script uses the concept of affordance to explain how Fallout games use environmental cues to guide the player's movement and exploration.

💡Mystery Affordances

Mystery affordances are elements in the game's environment that entice the player to explore due to their intriguing nature. The video script describes how Fallout games use distant landmarks, such as the neon sign of the saloon in New Vegas or the Washington Monument in Fallout 3, to draw players towards them and encourage exploration.

💡Wayfinding Affordances

Wayfinding affordances are related to guiding the player on the path they will take within the game world. The script highlights how Fallout games use paths, signs, and moving objects to subtly direct the player towards certain areas or missions, enhancing the sense of discovery and journey.

💡Prospect and Refuge

Prospect and refuge are concepts used in the video to describe the player's need to monitor their surroundings (prospect) and seek safety (refuge). The script explains how Fallout games create intense and engaging gameplay by forcing players to balance the need for visibility and safety, as seen in the DLC expansions like 'The Pitt' and 'Far Harbor'.

💡Level Design

Level design is the process of creating the structure and layout of a game's environment. The video script emphasizes the importance of level design in Fallout games, particularly how it is used to create a sense of mystery and to guide the player's journey through the game world.

💡Narrative Focus

Narrative focus refers to the alignment of all game elements, including gameplay and level design, with the game's story. The script explains how Fallout games use level design to complement and extend the narrative, making the game world feel cohesive and immersive.

💡Immersive Atmospheric Aesthetic

The immersive atmospheric aesthetic is the visual and sensory experience that draws players into the game world. The video script mentions how the Fallout series, especially Fallout 3, has a compelling aesthetic that contributes to the game's immersive quality and keeps players engaged.

💡Dungeons

In the context of the video, dungeons refer to the complex, interconnected areas such as subway stations and city ruins in Fallout 3. The script praises the design of these areas for their atmospheric and mysterious qualities, which encourage exploration and contribute to the game's sense of adventure.

💡Branching Paths

Branching paths describe the design choice in Fallout games that allows for multiple routes and options for the player to take. The script discusses how both Fallout 3 and New Vegas effectively use branching paths to create a rich and varied gameplay experience, encouraging players to explore and discover different areas and quests.

Highlights

Environmental design and interactable spatial cinematography are key aspects of Fallout's open-world RPG experience.

Fallout games use spatial mystery and wayfinding affordances to grab a player's attention and guide their movement.

An affordance is the function or allowable action of an object that brings attention, like a door leading to a new place.

Fallout introduces the wasteland with hints and affordances, starting with a path and signs leading to the first settlement.

Landmarks and distant objects in Fallout act as mystery affordances, enticing players to explore.

Fallout New Vegas uses the entire map as an affordance, guiding players through a calculated path with hidden shortcuts and guarded barriers.

Side locations and quests in Fallout are introduced through nodes, where players choose between multiple paths.

Fallout 3 and New Vegas use mystery landmarks to lead players from one point of interest to another, encouraging exploration.

Fallout 3's dungeons, like interconnected subway stations, create an atmospheric and mysterious environment for exploration.

Physical and enemy obstacles in Fallout 3's dungeons add complexity and interest to the exploration journey.

The concept of prospect and refuge is used in Fallout to create intensity and a sense of survival, influencing player movement.

In Fallout 3's 'The Pitt' DLC, the player's vulnerability and the need for prospect and refuge are emphasized through environmental challenges.

Far Harbor DLC for Fallout 4 creates an atmosphere of mystery and horror, using fog and hidden creatures to enhance the sense of danger.

Level design in Fallout extends and presents the narrative to the player, complementing the overall game experience.

The narrative and aesthetic of Fallout are significant factors that entice players to explore and engage with the game world.

Fallout's immersive and atmospheric aesthetic is a key element that contributes to the game's appeal and player engagement.

Transcripts

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the blinding light of the sun the dust

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rising through heavy wind with the

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tumbleweed a mountain peaks

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above the thick ocean fog silence falls

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upon an abandoned

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polluted city of creaking steel in the

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distance

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is a landmark close or far shrouded

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in endless mystery that you must

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discover

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how does fallout's level design make you

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move

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[Music]

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one of the most important aspects of

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fallout to me is environmental design

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or in more technical terms interactable

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spatial cinematography

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the special quirk of the video game

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medium is obviously

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its interact-ability that really affects

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every aspect of game design especially

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in an open world rpg

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i planned and hoped to cover many

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aspects of environmental slash level

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design in the future

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but in this video i will primarily look

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into how fallout grabs a player's

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attention

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specifically through spatial mystery and

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wayfinding affordances

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as i think they are very important in

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these games and to make this clear i am

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not a professional at

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all but i hope to go into game design

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eventually and these types of videos are

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as educational to me as they are to you

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so i will try my best to be accurate

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with this topic

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and i will link down below a lot of what

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i use to research these concepts

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first of all you might be wondering what

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an affordance is and affordance has to

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do with attention brought by the

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function slash allowable action of an

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object for example a door brings

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attention because we know that a door's

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function is to

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open and lead to a new place an even

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better example that many people use

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is the shape of a coffee mug handle that

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makes it very

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obvious where you grab the mug from the

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terms i will talk about aren't even

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entirely exclusive to video games but i

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will be talking about them in terms of

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that

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every modern fallout game introduces the

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wasteland the same way you step out from

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a confined space into a vast one the

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introduction is filled with hints

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and affordances to get the player to

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move in the right direction to start

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their journey

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in fallout new vegas you have the very

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obvious landmarks like the neon sign of

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the saloon

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and the water tower at the graveyard on

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top of a hill fallout 3 has an entire

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city out in the distance with the

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silhouettes of the washington monument

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and the capitol building

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those are mystery affordances a distant

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thing usually something pretty big

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that entices you to explore it the first

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view is absolutely

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filled with wayfinding affordances this

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affordance deals with the attention on

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what path

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the player will take both fallout 3 and

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new vegas start with a path that leads

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into a road

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both have a ton of signs that lead to

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the first group of people or settlement

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and going beyond just those two types of

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affordances in new vegas the tumbleweed

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the robot victor and even the wind

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turbine

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all move in the direction the game wants

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to player to move towards

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which is to the saloon in fallout 3 you

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have a town that probably seems more

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interesting to explore than

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any other place immediately visible and

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once you're down there there's an eye

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bot moving in the direction of megaton

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as well as a sign that explicitly says

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megaton

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with an arrow now this stuff is not

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crazy i don't think anyone's having an

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epiphany about any of this stuff but

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what i find interesting is that this

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part of a fallout game is what holds the

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player's hand

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the most well that is beyond some of the

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trailing missions

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in fallout 3's main story i want to

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focus on fallout new vegas

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once you've gotten out of the beginning

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area what actually leads you

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anywhere well if you got to the

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graveyard you will have noticed

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a grand tower above the city in the

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distance a city you also see in the

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opening cutscene this location is

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already mysterious and the player will

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naturally want to go towards it the only

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issue

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is that the player can't go there there

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is really no direct path

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at this immediate point to new vegas and

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once the player tries any shortcut

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towards the city like the highway they

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will be met with the hardest enemies in

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the game once the player fully realizes

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they can't just

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walk over to the city the mission

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becomes complex the main mission tells

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you to go the complete opposite way to

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prim

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what i like about fallout new vegas is

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how the entire map itself

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is in affordance that leads you through

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it like a roller coaster the

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next barrier is the mountain range

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itself that

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you have to walk around and any

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shortcuts are hidden

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and or guarded this calculated path of

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players likely to take is subtly

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influenced by highway 15 highway

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188 and these barriers all falling under

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wayfinding affordances

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along this grand journey are side

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locations and quests usually starting

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with what is called a node a point at

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which the player must choose between

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two or more paths to take along these

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main roads are other intersecting roads

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and paths that the player will fall into

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without even talking to any npcs like

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the path to the mojave outpost which

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also has a mysterious landmark as well

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the road up black mountain the road to

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repconn hq the road to camp searchlight

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and i can go on and on about roads that

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lead to

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i guess side locations this map is like

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a giant tree with branches leading to

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smaller and smaller branches

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both fallout 3 and new vegas lead the

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player with mystery

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affordances landmarks out in the

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distance like the lucky 38

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like the washington monument the player

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reaches a landmark

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explores and possibly starts a quest

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then sees another landmark where the

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cycle continues

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fallout new vegas did this extremely

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well to the point where i easily forgot

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about the main quest and spent like an

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hour

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on side quests just because i walked

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down this one road

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off the beaten path to make a great open

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world you need

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affordances like these to push the

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player to explore more to keep moving in

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order to discover more of the game's

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content

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one thing i think fallout 3 did better

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than new vegas was its dungeons

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my favorites being the expansive

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interconnected subway stations and city

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ruins

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these tunnels and cityscapes were

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extremely atmospheric extremely

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mysterious and very easy to get lost in

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but in a good way i remember popping out

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of multiple subways and arriving in

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locations i had no idea

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existed going through alleyways and

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defeating enemies until i arrived at a

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main quest or side quest

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this massive dungeon was absolutely

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filled with the mystery of exploration

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and

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easily convinced me to come back again

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and again to explore the entire city i

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love getting lost in fallout 3. and you

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may be thinking

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isn't that the opposite of what

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wayfinding is supposed to do

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well not exactly because an aspect of

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the wayfinding affordance

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is obstacles like the mountains or roads

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in new vegas that make you have to

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switch your path to a new one in fallout

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3 you arrive in the ruins with some

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original goal maybe to get to the

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washington monument or

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the gnr building but you are constantly

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hit with physical obstacle and or

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enemy obstacles making the path to your

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destination more and more complicated

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making this puzzle more and more

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interesting to the point where you will

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find other bits of content throughout

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this

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ever complicating journey you may even

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forget about what the original goal was

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in the first place

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both new vegas and three do branching

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paths in different ways

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both being very effective

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prospect and refuge prospect is the

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ability to monitor your surroundings

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refuge

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is being within a safe place usually

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somewhere enclosed

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primary prospect and refuge means you

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currently have those things

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secondary prospect and refuge means you

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are looking for those things

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in a world as dangerous and as

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mysterious as fallout this is actively

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happening in the game

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in the pit a fallout 3 dlc expansion

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crossing the bridge into pittsburgh

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seems peaceful at first

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until you get attacked by dogs realize

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there are mines everywhere and a sniper

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is actively shooting at you

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this forces the player to sneak around

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and seek refuge but also avoid the mines

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while the sniper has both prospect and

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refuge to use against the player the

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player will most likely be forced to get

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out of refuge or cover

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at some point in order to climb up the

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bridge and take out the sniper this

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first section of the dlc

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makes the player realize how vulnerable

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they will be in this story despite

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any attempts you will always be stripped

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of your stuff and made a slave to work

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in the steel factory later in the dlc

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you are thrown into the steel yard to

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retrieve

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ingots for the slavers this part of the

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game is supposed to be intense you

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literally have nothing now

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and now you start from the bottom forced

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to go on this suicidal mission

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to possibly get supplies to free

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yourself scary mutilated shrogs roam the

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walkways and path

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so it's best to sneak around and have

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enough prospect to see the troggs before

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they see

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you the player can seek refuge on roofs

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pipes etc

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that trucks can't get to the most

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rewarding part of this section

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of the dlc is getting to the very top of

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the factory after getting past a ton of

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enemies

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and you are physically rewarded with a

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bunch of ingots but it's also rewarding

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to go from being extremely vulnerable on

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the ground with no safety forced to seek

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refuge and then earning your right to be

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above all that now you can shoot your

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way through the entire yard on the way

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back down without a care in the world

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about your surroundings

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like you had to before far harbor is a

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phenomenal dlc expansion for fallout 4.

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everything in this dlc is meant to

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create an atmosphere of mystery

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horror and creepiness the first

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settlement speaks of a mysterious

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fog that has overtaken the entire island

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that disgusting horrific creatures hide

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within it the first settlement is

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barricaded with guard posts its people

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are very vulnerable free roaming in this

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dlc has a lot of intensity since the

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fall creates very

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limited visibility creatures hide under

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water and

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one of them even disguises itself as a

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water-based plant

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that will pop out if you get too close a

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massive

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mutilated hermit crab disguises itself

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as a pre-war van

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to surprise attack you and there are a

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ton of other examples of this type of

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stuff in the dlc

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especially in the early game the players

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trying to survive best they can

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seeking prospect and refuge whether that

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be a major locations ruins of a pre-war

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house

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or the best thing they have around them

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such as behind a rock

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this is especially influenced by refuge

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containing supplies

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ammo money etc to help the player get an

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edge on their environment

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you can use prospect and refuge to give

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a sense of intensity

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fear for the player's life to create a

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sense of survival

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to make a great open world like fallout

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you can't only depend on these very

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technical elements

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this video only covers some of what goes

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into making level design like fallouts

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many other aspects influence level

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design the most

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obvious being the gameplay itself and it

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can get really complicated

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devs have to iterate over and over until

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the level design works best with all the

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other systems in the game

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honestly what entices me to explore and

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fall out most is the narrative and

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aesthetic of fallout itself the world is

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so interesting and mysterious i easily

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expect

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to find interesting things like i have

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in the past with

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other fallout games you can bring

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attention to things all day but you have

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to make those things

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interesting pleasing to the eye fallout

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3 is a game i grew up with i played it

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tens and tens of times i was obsessed

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with it

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sucked into the fallout world the

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aesthetic of fallout especially that and

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fallout 3 is mainly what brought my

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attention to the game in the first place

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fallout's immersive atmospheric

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aesthetic

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is extremely salient which might be

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something i can focus on

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more in a future video lastly like i

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have explained

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in many other videos a good game has

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narrative focus

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meaning everything from gameplay to

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level design should

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complement and extend the narrative

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every example i gave in this video

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was level design extending and or

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presenting

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the narrative to or for the player

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you

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Related Tags
Fallout SeriesLevel DesignEnvironmental StorytellingSpatial MysteryWayfindingGame AnalysisOpen World RPGExploration MechanicsVideo Game AestheticsInteractive Cinematography