Nowadays, RPGs are more closely associated with video games
than their pen and paper origins. At this point, the two forms of roleplaying have
evolved so much over the decades that it’s impossible to judge which one is
“better.” However, the earliest RPG video games (termed CRPGs) were essentially
computerized versions of pen and paper systems. Aside from having the usual advantages of being a video game, the other distinguishing feature of CRPGs was how the game itself served as game master. Besides similar mechanics, these CRPGs did their
best to offer the narrative freedom provided by the games that inspired them.
Even now, games can’t be programmed to match the nearly endless
amount of choices offered by a competent GM. But in trying to capture the atmosphere of their pen and paper origins, early CRPGs
ended up offering a level of freedom to its players that even modern video
games struggle to offer. Nowhere is this better seen than the first Fallout.
As the name suggested, Fallout
was set in the nuclear wasteland that was once California. The bombs fell
on a world that was technologically advanced but socially regressive, in line
with the series tagline of “war never changes.” The player character (later
referred to as the Vault Dweller) was born in Vault 13, a self-sustaining
bunker that’s guarded its occupants for almost a century. The Vault Dweller are sent out into
wasteland to retrieve the computer chip needed to fix the vault’s water purifier, before their
home is rendered uninhabitable. They quickly discover that those who have survived the wasteland are slowly rebuilding civilization. Unfortunately,
these efforts are threatened by raiders, mutant wildlife, and worse. The Vault
Dweller’s journey has them stumble upon an army of Super Mutants, whose dreams
of a new world threaten to wipe out every remnant of the old one.
Interplay
Fallout: A Post
Nuclear Role Playing Game was released by Interplay Productions in 1997.
Unlike its better known successors, it had turn based gameplay, with movements
costing a certain number of “action points.” Fallout used an isometric perspective and required the player to
click on most objects to read a description. The game also offered in depth
character creation centered on the 10 point SPECIAL system, which affected a number of statistics, skills, and traits you could choose to prioritize. At the start of Fallout’s production, the game was licensed to use Steve Jackson Games’ GURPS system.
Interplay would eventually lose the
license and Vault 13: A GURPS
Post-Nuclear Adventure would become Fallout.
While the game created new mechanics as a part of that transition, most notably the limb targeting V.A.T.S. system, GURPS’
influence remains apparent in the final product, primarily through Fallout's combat system.
The creative freedom offered by Fallout is apparent from the very beginning, as new dialogue and
story options could be unlocked through the decisions made during character
creation. The most well known example was how a high Charisma and Speech character to talk
their way through most of the game’s major conflicts. Under the right
circumstances, even the monstrous final boss could be talked into surrendering.
It’s unsurprising that in a game as clever and engagingly written as Fallout, talking is just as good an
option as going in guns blazing. Like any good pen and paper RPG campaign,
Fallout made sure a character’s mechanical choices affected the story and
provided the player with plenty of options.
Interplay
Even outside of the options offered through
character creation, there was rarely only one way to resolve a situation. This
was true in terms of both gameplay and story. Your choice of weapons was often
second to who you chose to side with and how creatively you approached the
matter. One of the easiest to miss but most satisfying moments in the game was
using a walkie talkie to trick a super mutant patrol into leaving their post.
The overall storyline was fairly linear but could be influenced by your
individual choices along the way. Characterful NPCs and memorable dialogue made the rest of the plot interesting enough to keep your attention. The game ends with a slideshow and
accompanying narration describing the fate of the communities you came across,
with the outcome determined by the Vault Dweller's actions. While future CRPGs handled
this in a more substantial way, Fallout still
gave its players a way to have a meaningful, tangible impact on its setting.
In contrast with the later Fallout titles, the wasteland had a much more unique atmosphere and
aesthetic than the homogenous retro-future Bethesda would settle for. The 1950s
aspects were meant to signify that the America destroyed in the nuclear
exchange was ruled by paranoia and oppression. The few callbacks were presented
alongside contemporary details like Desert Eagles, and overtly futuristic ones
through the vehicles and architecture. Fallout presented its pre-war future whose technological
advancements was hampered by stagnant, ruthless culture. That carried considerably
more nuance than the one note, nuclear powered Americana presented in future
titles. Fallout’s graphics are dated
and it’s user interface even more so, but it created a distinct but still familiar
post-apocalyptic world. And it’s hard to give a wasteland personality.
Fallout is hard
for many modern gamers to stomach. Most people’s introduction to the series was through the fast paced and exploration focused first person titles. Next to that, Fallout's turn based
gameplay can seem obnoxious or just dull. The handful of voice acted characters are
accompanied by puppet like talking heads. Which might be charming to me but
goofy to most. And there’s few things more annoying than getting stopped on your travels to fight a dozen rats. But Fallout
was an intelligently written game with strong core gameplay and that’s kept
it fresh. It lacked the expansive worlds of Fallout 3 and 4 but it made up for ta by being considerably better written. Most importantly, the game gave the
player real, meaningful options, even with the technological limitations of the
time. Fallout is one of the few games
to properly emulate the feeling of playing a pen and paper RPG and the freedom that
medium offers.
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