User:Famous Hobo/sandbox

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Gameplay

Fallout 76 is an action role-playing game that can be played from either a first-person or third-person perspective.[1][2] Set in the Appalachian region of West Virginia, the player controls a character who leaves a fallout shelter 25 years after a nuclear war left much of the United States decimated.[3] The game is entirely online, and utilizes dedicated servers that have a player limit of 24.[4][5] The player is allowed to play the game alone, but is encouraged to complete quests with other players on the server.[6] Additionally, players can trade with each other, and engage in player versus player fights.[7] If the player wants to be on a completely private server, they need to subscribe to a monthly membership called Fallout 1st.[8]

Fallout 76 features an open world map that the player can freely explore.[9] The map replicates many real locations from West Virginia, such as the cities of Charleston and Morgantown, as well as landmarks like The Greenbrier resort and New River Gorge Bridge.[10] The game features numerous mutated monsters, several of which—such as the Mothman and the Flatwoods monster—were inspired by West Virginia folklore.[10] The player is equipped with a wearable computer called the Pip-Boy.[9] The device serves as a menu, and allows the player to access items they have acquired, view detailed character statistics and active quests, and look at the map.[9] The player can use the Pip-Boy map to fast travel to previously discovered locations, and as a radio to listen to makeshift radio broadcasts.

The game includes revisions to the SPECIAL progression system. Character attributes fall into one of seven categories: strength, perception, endurance, charisma, intelligence, agility and luck. As the player levels up, they are able to spend skill points to boost their attributes on a scale of one to fifteen. Players are able to choose perks, or passive abilities that offer gameplay bonuses. These perks fall into each of the SPECIAL categories and take the form of trading cards. Each card has a value and the player can adopt perks equal to their respective value; for example, if the player has a strength rating of five, then they may equip strength perks worth five points. The player can merge similar cards together to create more powerful—albeit more expensive—perks. The system is designed to encourage the player to recognise the situation they are in and choose perks that aid them rather than passively selecting them and having them for the duration of the game.[11]

Upon release Fallout 76 did not feature any human non-player characters (NPCs) as all surviving humans are other players.[12][13] This required Bethesda to change their approach to storytelling as previous games in the series relied on NPCs to assign quests, engage the player in dialog and advance the overall narrative. Fallout 76 instead uses a combination of NPCs in the form of robots, recordings such as collectible holotapes, terminals throughout the game world, and environmental storytelling where the player uncovers fragments of a narrative by exploring locations that they piece together themselves.[14] Each of these elements had previously been used in the series, often to provide backstory for characters and the world of the game while remaining separate from the main narrative. According to Howard, this system allows Bethesda to tell a story while giving players a greater ability to create their own narratives.[15] In June 2019, Bethesda announced a major update, which introduces human NPCs,[16] however the update was delayed. Wastelanders was released on April 14, 2020, as well as being released on Steam at the same time.[17] Owners of the game through Bethesda.net were able to get a free Steam key until April 12, 2020.[18]

The game expands on Fallout 4's settlements by allowing the player the ability to build bases at many locations of the map.[19] These creations are assigned to the player's profile and are removed from the game world when the player is offline to prevent progress from being lost.[20] While other players are able to attack player settlements while they are online, the game preserves player creations using "blueprints" to prevent players from having to start over if their creations and progress are destroyed.[21]

Players are able to use nuclear weapons to temporarily change the areas of game world. After acquiring launch codes, the player can access missile silos and fire a missile at almost any point on the map. This irradiates the area, which the player can explore to find rare weapons, gear and items. However, it also attracts powerful enemies and the player needs to be sufficiently strong to survive.[19] The game includes a photo mode; the player has the ability to pose their character and choose from a variety of facial expressions and filters.[22]

Game modes

When Fallout 76 was released, only one game mode was available, the base game, subsequently termed "Adventure Mode". From March 2019 to October 2019, a second mode, Survival Mode, was available to players, which mirrored the map and gameplay of the base game, but featured always-on player-versus-player functionality and player-kill leaderboards.[23]

In June 2019, a battle royale game mode, called Nuclear Winter, was added in a beta form open to all players.[24] In Nuclear Winter, the players were set in Vault 51, a fallout shelter whose denizens are forced into a fight to the death by an AI overlord. Players (playing solo or in teams of up to four) started off matches in Vault 51, which was set on a timer or until a maximum player count was achieved, which prompted an on-screen map (one of two foreshortened versions of the main Adventure map) to appear where teams could choose where they spawn. Nuclear Winter featured parts from the base game such as building using collected blueprints and the ability to launch nuclear payloads via collecting multiple launch codes and a briefcase.[25][26] Over the course of the match, the playable area would shrink, forcing players to get closer to one another and hasten the end of the match; the last remaining player or team alive was declared the winner. Nuclear Winter was discontinued in September 2021[27] upon release of a new set of modes collectively called Fallout Worlds.[28]

In October 2019, after the launch of the premium-pay service Fallout 1st, subscribing members could access another game mode, Private Worlds, which allowed players to host a private version of the Adventure map to explore for themselves and their companions.[29] In September 2021, this mode was rolled into the new Fallout Worlds update, which allows players to make private worlds with customized settings relating to creatures, damage, weather, building capabilities, and other game parameters.[30] As of 2021, Fallout Worlds adds two game modes: Public Worlds (a rotating, publicly-accessible mode with altered parameters set by the developers) and Custom Worlds (a privately accessible mode with altered parameters set by a player-designer who must be a paying subscriber).[30]

Development

The origins of Fallout 76 date back to 2013.[31] During the development of Fallout 4, Bethesda Game Studios began conceptualizing what a potential multiplayer game mode would look like.[31] The ideas presented were considered too large in scope, and were set aside in favor of the single-player campaign.[31] During this period, Jason Hasenbuhler of the recently formed BattleCry Studios in Austin, Texas, met with Bethesda executive producer Todd Howard.[31] Hasenbuhler noted that several developers at BattleCry had experience with large multiplayer games like Star Wars Galaxies, and asked Howard to let the studio work on a Fallout multiplayer game using the ideas proposed.[31] It was not until after the release of Fallout 4 in November 2015 that Bethesda greenlit the project. Bethesda had already begun work on downloadable content for Fallout 4 as well as preliminary work on Starfield, and felt a Fallout multiplayer game would help fill in the downtime between their games.[31] BattleCry had recently placed their upcoming free-to-play game BattleCry on indefinite hiatus, and agreed to Bethesda's request.[31]

Bethesda provided BattleCry with Fallout 4's Creation Engine, a game engine that had been exclusively used in single-player games.[32] The Creation Engine proved difficult to work with, as it was still using code written for The Elder Scrolls III: Morrowind in 2002, and any part of the map the player was not currently in would not be loaded.[32] BattleCry believed their best option to retrofit the engine with multiplayer capabilities was to implement the netcode used in older Quake games.[32] While BattleCry worked with the engine, a small team at Bethesda's main studio in Rockville, Maryland began brainstorming the premise for the game.[33] They decided the map needed to be larger to compensate for multiple players, and chose the Appalachian region of West Virginia as the setting.[33] The last two Fallout games developed by Bethesda were set in major cities along the East Coast of the United States, and the team wanted to instead explore a more rural location that would not have been targeted by nuclear warfare.[33] This meant the local flora and fauna would have largely survived and mutated, and forests could encompass parts of the map.[33]

Fallout 76 takes place just 25 years after the Great War, which affected some decisions regarding the gameplay and plot, the largest of which was the decision to not include human non-player characters (NPC).[34] A behind-the-scenes documentary about the game gave two reasons for the decision.[34] From a lore perspective, Bethesda reasoned it would take longer than 25 years for hostile factions to form and take control of the area, and from a gameplay perspective, the team wanted players to know that any human characters they ran across were in fact other players and not NPCs.[34] Bethesda compensated for the lack of gun-wielding enemies by creating a new type of ghoul enemy that still had some mental faculties and knew how use weapons.[34] In a 2022 retrospective article published by Kotaku, anonymous developers stated that nearly everyone at BattleCry disliked the decision to not include human NPCs, although Howard was insistent on their removal until after the game released.[35] Executives at Bethesda felt it would take a significant amount of time to update the engine for multiplayer capabilities, and decided that replacing NPCs with text-based storage devices and moments of environmental storytelling would convey the same level of narrative storytelling.[35]

Troubled development

According to anonymous developers, Fallout 76 suffered from a lack of proper leadership, and Bethesda executive Todd Howard was criticized for his approach to management.

The anonymous developers interviewed for the Kotaku article outlined the game's troubled development history.[35] One developer stated, "No one wanted to be on that project because it ate people. It destroyed people ... The amount of people who would go to that project, and then they would quit [Bethesda] was quite high."[35] To compensate for the turnover rate, some developers working on Starfield and the Arkane Austin game Redfall were moved onto Fallout 76.[35] One reason why the game struggled to retain workers was the lack of leadership.[35] Some members of BattleCry were led to believe Howard was in charge of the project, although he was in fact working on Starfield.[35] Howard would occasionally visit BattleCry but his involvement was deemed inadequate by the developers.[35] One developer stated he shot down any new ideas proposed by the design team, while another developer claimed he leaned too heavily into the "bigger is better" design philosophy with no thought given to how it would work.[35]

In general, Bethesda did not provide enough information about important aspects of the game, such as the maximum amount of players per server, or how griefing would be handled.[35] Those interviewed also claim there was a level of resentment toward BattleCry from the Rockville studio, particularly for Bethesda's decision to structure Fallout 76 as a live service game.[35] The free-to-play Fallout Shelter had grossed over $100 million in four years, and as a result, Bethesda took a greater interest in games that could continuously generate revenue after their release.[35] Emil Pagliarulo was singled out as a designer from the Rockville studio that ignored BattleCry.[35] One developer said, "[Pagliarulo] didn't seem to want to be involved with the product at all. He didn't want to have any contact with it ... or read anything that we put in front of him."[35] The issues of resentment were compounded as some members from the Rockville studio that were brought in to work on Fallout 76 were dismayed that they were working on a multiplayer game despite joining a studio that had exclusively produced single-player games.[35] One developer said, "[Bethesda] has a lack of respect for folks who are working on things that they consider theirs."[35]

Members of the game testing department were also interviewed for the Kotaku article, and shared similar stories about the game's development.[35] Testers were subject to significant crunch, and the exhaustive work took a toll on their mental health.[35] Testers dealt with what they described as "voluntold overtime", because if no one volunteered for weekend overtime hours, then everyone within the department would be called in.[35] Peer pressure became commonplace among testers, as those who did not complain about the crunch had increased odds of being converted to full-time employees instead of contract workers.[35] When these issues were brought up to the studio's parent company ZeniMax Media, it was either ignored or outright denied.[35] Testers claimed their breaks were timed, and some testers went as far as to claim they were followed into restrooms by what they described as "chronic snitches".[35]

Nearly every build for Fallout 76 during its development suffered from glitches, most of which stemmed from the Creation Engine.[35] When asked what parts of the game were subject to glitches, one developer said, "Tongue in cheek: the whole game. In general, every major bug in 76 [that appeared at launch] was known by [quality assurance]."[35] The engine was poorly optimized, and simply updating to a new build could potentially break the game.[35] Game testers were forbidden from discussing problems found in the game directly to the developers, and instead had to bring up any issues with the quality assurance department.[35] This in turn delayed work on game-breaking glitches for sometimes months.[35] Developers assumed Fallout 76's would be delayed, but Bethesda and BattleCry worked on tight schedules, and would not delay any preset deadlines.[35]

Release

Pre-release

Promotional material for Fallout 76 at Gamescom 2018

Fallout 76 was announced on May 30, 2018; the announcement was preceded by a twenty-four-hour live stream on Twitch showing a Vault Boy bobblehead toy in front of a monitor with a "Please Stand By" test pattern screen, a signature image of the series. This stream was watched by a total of over two million people, with more than one hundred thousand people watching at any time.[36]

Details of the game were announced by Bethesda Executive Producer Todd Howard during Bethesda's press conference at E3 2018 on June 10, 2018, including its anticipated release date of November 14, 2018. As it is Bethesda Game Studios' first experience with a fully online game, Howard confirmed that there would be an open beta phase, beginning on October 23, 2018, for Xbox One, and October 30, 2018, for PlayStation 4 and PC.[37]

In response to the announcement that Fallout 76 would feature only multiplayer, a petition was created by fans of the series which called for the game to include a single-player mode. The petition received thousands of signatures within a day.[38][39] Following the game's announcement, there was a burst of interest in tourism in West Virginia. The website "West Virginia Explorer" reported an increase of fifteen times the visitors to the site in the days after the announcement, while management of the Camden Park amusement park said there was an increase in people looking to purchase park merchandise.[40]

The teaser trailer shown at E3 2018 featured a cover version of John Denver's song "Take Me Home, Country Roads".[41][42][43] Fans of the series expressed interest in the song, prompting Bethesda to announce plans to release the song on digital musical services, with all proceeds from it being donated to Habitat for Humanity, assuring a minimum US$100,000 donation.[44] In Australia, a free Fallout 76 vinyl containing the cover of "Take Me Home, Country Roads" was included as a promotion with the December 2018 issue of Stack magazine, available at retailer JB Hi-Fi.[45][self-published source]

References

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  3. ^ LeBoeuf, Sarah (November 15, 2018). "Fallout 76 is online and lonelier than ever". Ars Technica. Retrieved October 6, 2024.
  4. ^ Hall, Charlie. "Bethesda confirms 'Fallout 76 is entirely online'". Polygon. Archived from the original on June 11, 2018. Retrieved June 11, 2018.
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  37. ^ Cite error: The named reference The Verge was invoked but never defined (see the help page).
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  44. ^ Peel, Jeremy (June 14, 2018). "Fallout 76's 'Country Roads' cover is going on sale for charity". PCGamesN. Archived from the original on June 19, 2018. Retrieved June 18, 2018.
  45. ^ Kolbe, Alesha (December 3, 2018). "Grab a FREE Fallout 76 vinyl with this month's STACK Magazine". stack.com.au. Archived from the original on December 5, 2018. Retrieved December 4, 2018.

Sources