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The Official Fallout Group

Whether you feel like the original Fallout titles were better than 3, or never played the originals and are just wondering how Bethesda's amazing reinvention stacks up to its isometric predecessors, this is where you can meet up with other wastelanders and

Fallout 4's Story?

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  • I know we already have a forum for Fallout 4 ideas, but here I was thinking of story ideas for the next game. Here is mine.


                                                 Fallout 4:


    (The game starts out with an aerial shot of a waterfall in the Sedona mountains in Arizona)

    The opening cinematic shows You (a young boy/girl) and your grandfather hunting in the woods. Your hunters. You bring the food and supplies to your Vault, Vault 24 (can be edited later), a vault substantially under populated for another one of Vault Tec's tests.

    (Back story)) A civil war erupted in the vault soon after the bombs fell and the doors were sealed, pitting family against family for Vault dominance. The overseer took sides with your family in the battle and soon, the Vault was ridden of the opposition (they weren't nice people!. Your family (Great Great Grandfather then Great Grandfather etc.), along with 50 others, lived in the vault, slowly bringing the population to a decent capacity. Everything was fine and dandy...until something happened to the food supply. A radiation leak in the upper level food storage plant destroyed 90% of the Vault's food supply (sabotage perhaps?)The Overseer then announces certain families as the "hunters and gatherers" for the Vault.

    (Jump back to cinematic; this back story wasn't part of the beginning, I was just clarifying the purpose for the hunters). The view jumps to first person as you see your grandfather waving you over to the lower creek of the waterfall. Your grandfather has been your caretaker ever since your mother and father became ill due to radiation, always teaching you things and how to survive. You make your way to the river looking around as you do. The wilderness is colorful, with the vegetation already recovering from the atomic radiation. Finally at the river, your grandfather points to fish in the pond, "That's a good sign," he says "That means the radiation level in the water is habitable again." You bend closer to look into the water, thus starting character creation. After you finish with your character, your grandfather leads you to an open field where deer (with mutated horns) graze. "They may look scary, but that is from the poisoning, but they still can be eaten". He pulls his rifle up, when all of a sudden, a grenade comes flying in from behind (which tosses you and your grandfather many feet away). You look up to see a band of grizzly bandits, loaded with fire power. The leader of the group walks up to the grand father and bends down to talk to him. Your grandfather jumps up, grabs a revolver from the bandit's holster, and holds him hostage for all the rest of the group to see. He then tells you to run (thus inputting sprint from Skyrim). You run back in to the woods to make it to the water fall, where you knew there was a cave. You hear a gunshot and turn around to see your grandfather fall limp to the ground. The leader of the group shouts for his followers to grab you, but not kill. You only make a couple more steps when a man jumps down from a tree a grabs you. The man holds your mouth shut (so you can't make a noise) and pulls you to a hidden crag in the ground. You see the whole group of bandits run by, shouting as they pass the crag. The mysterious man looks into your eyes and says, "Don't worry, I'll take care of you." (Fallout 4 logo pulls up)


    So...what did you think? Sound off below on criticism on my story, and show some of your stories!


  • It sounds interesting HUNK. I have a question though. How old is your character going to be? You stated that you are starting as a young girl/boy. When the character gets taken away does it go years later...so looking in the water to pick your appearance, will it be showing you how you'll look while you are in control of your character.

    If I can add something. I think it would be cool if these bandits bring you in and raise you as their own. They teach you their way of life and you practically forget about your past life in the vault.  Then add in some Fallout lore to that somehow. Anyway a good read, hopefully this forum gets more reply's.

  • That's great, I really enjoyed reading it and I would love to see that  in the next game.

  • @J: You would start out in the 10-12 range without  being able to go third person to see your character (like Fallout 3). The water character creation would be when you take control of your character. And the thing about the bandits taking you in was actually another idea I had. If the bandit leader had a girlfriend or something who stopped your execution, then you would grow up in the bandit  group. Then when you come of age, a night comes along where you find that mentioned lady, come in your tent and says now is the time act. Thus ensuing carnage on the sleeping group (including new forms of stealth play).  

    @war: Thanks for the support! Are you knew to the group? If so, welcome! If not, nice to meet you!

  • So, a couple of things:

    • I'm assuming you'd start with a Ron Perlman narration of some sort to set the scene before jumping into the introductory sequence/tutorial (and I wouldn't make said tutorial all that long).  If not, you should
    • Funny, when I started a Fallout story a few years ago (never finished it and probably never will; had a lot more time back then), I also used Vault 24.  Weird coincidence
    • The underpopulated vault is an interesting experiment. I know there was already an overpopulated vault (Vault 27), so it's a nice contrast
    • I wouldn't pick the character's age for the player, which you seemed to be doing in the above comment.  Let the player pick their own age, although keep it within a reasonable range (for instance, Fallout 1 let you pick any age between 16 and 35 for your character)
    • Vegetation and drinkable water wasn't terribly surprising on the West Coast.  Or rather, it's been "habitable again" for a while
    • I've never been a fan of the "character creation as part of the story" bit that Bethesda seems to do, but as long as I can get it out of the way in five minutes and not an hour, whatever
    • I think it's nice that you're focusing only on the player and the grandfather in the introduction, as that builds a relationship.  I didn't like how in Fallout 3, I was supposed to be building a relationship with my father, but most of that elongated tutorial was spent elsewhere (and the fact that it was boring didn't help, which goes back to my earlier point of keeping it short)
    • As someone said above, it'd be nice if you had the option to join the bandits.  However, I think it would also be interesting if you could run back to the vault and report what happened.  This would set up three quest paths: one with the vault, one with the bandits, and one with the mystery guy.  And I guess you could have one going off on your own as well, but whatever

    Anyway, seems like a good start.  I'd be interested in seeing it fleshed out

  • Ok *cracks knuckles* let's get started:

    1. Yes, Ron Perlman has been in every Fallout game since it's start. I would never, in a million years, change that intro. (Did you mean the tutorial of me explaining the Vault's story? If so, that wasn't part of the intro, I was just filling the gaps).

    2. Very weird coincidence indeed!

    3. I thought, along with FO3, an experiment needed to take place (for a more dramatic effect).

    4. I was thinking about that, but then the thought of when your a kid, your more weary to danger. The effect of losing your parents at a youngish age would also make you feel more emotionally attached to your character.

    5. I was including that to show the grandfather as becoming your teacher through your life, and teaching you what to do and what not to do.

    6. The character creation would be like any Bethesda game, you can choose to go deep into making your character, or you could choose a preset body, or even randomly generated characters, like FO:NV.

    7. I agree with that mechanic in FO3. It seems as though Bethesda was trying to get you attached to your father...I really didn't. I got more attached to him when you finally find him later on in the game.

    8. That would be nice to give you a choice in the beginning (like Bethesda's escape with the Stormcloak, or the Imperial soldier). But, the biggest problem with the returning to the Vault is the bandits themselves. If you were to return to the Vault, with the bandits hot on your tail. You would just be leading bad people to your only known safe refuge.

    Thanks for the input. May I ask to see if you have any ideas for a story?

  • 1. Good (and he wasn't in FOBOS actually; he was replaced by the guy who voiced Lou, which I'm not saying is a good thing despite the fact that said guy is a great voice actor, but just a tidbit).  And I assumed the sequence with your grandfather served as the tutorial, kind of like Doc Mitchell's house or Vault 101

    2. Indubitably

    3. Well yeah, every vault has an experimental purpose.  I was just saying that I liked this one.  I also like how the vault seems to be integrated with the rest of the wasteland, since we haven't really had something like that since Fallout 2 with Vault 8 (and I guess Vault 21 in New Vegas)

    4. It's more for role-playing purposes, but you can still lose your parents when you're young without defining the actual age of the character.  And being older means that you spent more time with your grandfather

    5. Fair enough, although there could be other examples.  Perhaps if you wanted this sequence to serve as the tutorial, you could have your grandfather teach you how to shoot or use VATS or whatever

    6. That's not quite what I meant.  I meant that what was once a simple stat sheet has turned into an overblown sequence that takes way too long and generally doesn't leave me with the kind of character I want.  New Vegas did this, but it was shorter.  As far as actual depth goes, I'd go more in line with New Vegas than than Fallout 3.  MUCH more in line

    7. Exactly.  Video games are about showing, not telling, and you can't force a relationship like the one Bethesda tried to do in Fallout 3 by only spending five minutes of an hour long tutorial on it.  Spending time with your grandfather alone is better

    8. More like with the NCR, Legion, Mr. House, and Yes Man in New Vegas, but sure.  And maybe your character could sneak back if their Sneak skill was high enough, or could elude the bandits in the forest.  Hell, maybe they could return to the vault after they're rescued by that mystery guy

    As for story ideas, it's your story.  What I'd suggest is start with concepts.  That is, start creating locations and people you might meet and even the conflict or ending so you have an idea of where the story is going to go, and then fill in the middle

  • I completely agree with all your points! 1. I don't really count BOS as a Fallout game. 8. And as long as they make them truly different in their own way. I beat FO:NV multiple times with all the factions and the only things that changed was a tad of the end fight and the end game slideshow (On that point, they need to make the game playable after the main story, like Skyrim. FO:NV screwed that up big time!) . Screw it, make it a bad and good thing. With more moral choices and consequences.

  • 1. I don't like to count it either, I was just saying

    2. The quest paths differed in philosophies, who you interacted with, and how you could interact with them.  They were certainly less similar than the civil war in Skyrim, and much better than linear as hell plot in Fallout 3

    3. No, they really didn't screw it up by not letting you play after the end.  The post-game in Skyrim was hollow as s***, and I felt like I hadn't really accomplished much because the world was the same.  I could reload a save before the ending and everything would be the same.  The same with Fallout 3, but slightly less so.  With New Vegas (much like 1 and 2), I felt like my decisions would actually have an impact in the future.  I was left feeling as though I had affected the wasteland because I didn't have a bare bones post-game to strip that feeling away

    Obsidian didn't do a post-game because they knew there were too many decisions affecting the ending slideshow to take most or all of them into account in a post-game in a meaningful way.  It's the same reason Fallout 1 didn't have a post-game and Fallout 2 had an optional post-game that wasn't meant to be taken seriously (it was riddled with easter eggs and wasn't really part of the main story).  And hell, at least in Fallout 2, people congratulated you on defeating the Enclave and reacted to that event.  But anyway, all three games also had hundreds of combinations for the ending slideshow, where as Fallout 3 had about 30 since it took almost none of your major choices throughout the game into account.  If anything, more games should end like Fallout 1, 2, and New Vegas.  And more than that, all stories need an ending, and 99.9% of them do

    4. Don't make it a good and bad thing; that's what Fallout 3 did and it failed.  Make it a summary of your actions with different peoples in the wasteland (which technically are your major moral choices and their consequences).  It worked well in Fallout 1, it worked well in Fallout 2, and it worked well in New Vegas.  And when such a thing was used in games like Arcanum and Mass Effect 3: The Extended Cut, it also worked well.  Also, New Vegas did work karma into some of the slides (mainly the ones for the major factions), but it could because your karma couldn't flip flop like it did in Fallout 3.  If you're going to do an ending, discuss the impact the player character had on the world and with its people, don't make it so black and white, and certainly don't make it so general

  • I like the points you make! We should totally be hired for the next game's project ;)

  • I think it should be in New Mexico (aliens) or Texas (typical fallout :) ).... Or maybe colorado because of mutated animals (shudder)

  • 1. Please no more aliens

    2. Texas was in FOBOS, and that was anything but typical Fallout

    3. There are mutated animals everywhere

  • FOBOS is considered completely non-canon by both interplay and bethesda, so dont even bring that POS up.

  • FOBOS is something that I'd like to forget...

  • I never said I liked bringing it up (by the way, SuperKing, Interplay made it and was very proud of it at the time, so I don't know if they consider it non-canon), but I was just making a point about Texas and Fallout

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