Fallout 4: Restructuring the Commonwealth

A Critique of the Game

Fallout 4 is a game that is both good and bad. Bethesda laid out the groundwork for an immersive game, but did not create an outstanding and memorable experience. The main quest was structured in a way that is too linear, and the player does not have any real agency either through gameplay or dialogue. Upon an initial playthrough, one might figure that maybe a lot of effort was spent on the payoff. Instead, Bethesda just has the player's chosen faction be the winning faction, and that's it. The side content is disconnected from the main quest and offers nothing other than things to do for experience points. The framework itself is very decent, but that's all you are left with after you complete all of the content. The game world does not reflect any of the main or faction quest resolutions, except when the Institute or the Prydwen are blown up. The settlement system is so lifeless; no matter how many houses you build by hand, it all just stands there to satisfy metrics in the Workshop system. NPCs complain about the same tired problems despite having a fully functional settlement, or make off-hand comments (fuck you, Marcy Long!). Bethesda forwent carefully hand-crafted quests and meaningful exploration in favor of an artificially replayable gameplay loop through Radiant Quests and RNG loot. I hated this about Skyrim, despite the vanilla content actually being satisfying the first handful of playthroughs. Far Harbor managed to do a better job with its main quest, though my other complaints remain the same. Nuka World was an interesting place to explore and had interesting factions to interact with, but it's all just as hollow as the main game content.

Overall, I managed to complain about both Fallout 3 and Fallout 4, more in some ways than others. While Fallout 3 has the same fundamental problems as Fallout 4, its side-quests were actually much more satisfying to complete because you went through the paces to experience hand-crafted quests, the deliberation of where key items were placed, and any encounters along the way. Just like Fallout 4, though, the main quest is ultimately linear and does not incorporate any alliances or outcomes the player experienced to at least alter what or who you see during the fight against the Enclave. Once again, leave it to a DLC to do a much better job of building its own world and story. The Pitt gives the player incentive to actually explore the location. From the atmosphere, to even the minor inconsequential characters, there is dialogue and small interactions that make it a believable world. On top of that, the player gets to make a decision that actually affects the outcome of the place. Anyway, I’ve dragged this on long enough.

Solutions

What would have made Fallout 4 a stronger game is if the radiant quests and RNG loot were reserved for players who wanted to keep pushing their character. Dynamic high-level dungeons that would be near impossible for low-level players to beat, or completely separate locations, would have been beneficial. Imagine one of the winning factions forming expeditions to extend their influence over neighboring locations or beyond? I would have loved this kind of DLC. The best we got was Capital Wasteland Mercenaries, where you revisit the GNR plaza and help the Good Fight mercenaries fight off the Talon Company mercs. The result of this mini-DLC is Good Fight mercenaries exploring the Commonwealth, which can be hired to be settlers.

Another change would be to fully embrace Fallout as a total sandbox. Sure, add in quests, they don't have to interconnect, but if there has to be a main quest, it should be used to teach the players about the game mechanics before setting them loose. This is how Mount & Blade II: Bannerlord and Sim Settlements 2 handle their quest. They teach the player about the new features, priming players for the more ambitious long-term playthroughs. Once you complete each of their respective quests, they don't pretend to be bigger events than what they were designed to be. They served their purpose and you can move onto sandboxing any way you want.

A Brainstorm for a More Engaging Experience

Here's how I would rebuild Fallout 4 to address its shortcomings.

1. Factions and NPCs:

A. The Commonwealth Technological Concordat (CTC) (Formerly The Institute):

  • Name: Commonwealth Technological Concordat (CTC). Emphasizes their focus on technology and their (supposed) desire for agreement with the Commonwealth.
  • Mission: Preservation and advancement of scientific knowledge, with a secondary goal of cautious integration with the Commonwealth through diplomacy and technological exchange. They see themselves as curators of the future, but their methods are often seen as cold and detached.
  • Synth Philosophy: Synths are tools, not replacements for humans. They are divided into two main categories:
    • Labor Synths: Advanced, but distinctly robotic. They handle hazardous materials, perform complex calculations, and maintain the CTC's infrastructure. They are not humanoid. Think more along the lines of advanced Protectrons or modified Assaultrons. These are the majority.
    • Envoy Synths: Humanoid in appearance, but with subtle indicators of their artificial nature (slightly glowing eyes, perfect skin, a faint whirring sound when moving). They are designed for interaction with the surface, acting as diplomats, negotiators, and information gatherers. They are not meant to be indistinguishable from humans; the CTC sees that as deceptive and unnecessary. Envoy synths are relatively rare.
  • Synth Advancement: Without "Shaun," the CTC's progress on bio-engineering is significantly stalled. Their focus is on refining the mechanical and computational aspects of their synths, creating more efficient, durable, and specialized machines. They are not pursuing perfect human replicas.
  • Internal Conflict: A major point of contention within the CTC is the level of interaction with the Commonwealth. A "Progressive" faction believes in more open collaboration and sharing of technology, while a "Conservationist" faction advocates for strict isolation and minimal contact, fearing contamination and exploitation. This internal conflict drives many of their actions and creates opportunities for player interaction.
  • Relationship with Commonwealth: Strained. Some settlements, particularly those focused on technology or trade, have established limited partnerships with the CTC, exchanging resources for advanced tools or medical assistance (provided by Envoy Synths). Others view them with deep suspicion, fueled by rumors of disappearances and the unsettling nature of the Envoy Synths.
  • Headquarters: Still located beneath CIT, but redesigned. The facility is less focused on creating artificial life and more on advanced robotics, energy research, and data analysis. There are large workshops for Labor Synth construction and repair, advanced computing centers, and secure communication arrays for monitoring the Commonwealth.

B. Boston Brotherhood of Steel (BBOS):

  • Structure: Primarily a medium sized, expeditionary force sent from the West, with a mandate to secure technology and establish a foothold in the region. They are expansionist, mirroring the Midwest Brotherhood's approach.
  • Leadership: A council of senior officers (Paladins and Scribes) governs the BBOS, with a designated "High Commander" acting as the final authority. This creates potential for internal power struggles.
  • Mission: Secure pre-war technology, eliminate perceived threats to humanity (super mutants, feral ghouls, and potentially the CTC, depending on their actions), and establish dominance in the Commonwealth.
  • Relationship with CTC: Tense and potentially hostile. The BBOS views the CTC's advanced technology with suspicion and considers their synth production a dangerous abomination. The BBOS's desire for territorial control clashes with the CTC's existing trade agreements with settlements. This is a major potential conflict point.
  • Deserters: A small but significant number of BBOS soldiers have deserted, disillusioned with the Brotherhood's harsh methods or seeking a different life. These deserters may join other factions, form their own groups, or simply try to survive on their own.
  • Base: They operate out of the Cambridge Police Station and National Guard Training Ground. They also have smaller detachments located at Recon bunker Theta and Listening Post Bravo.

C. The Commonwealth Coalition (Formerly The Railroad):

  • Name: The Commonwealth Coalition. This name reflects their broader focus on uniting and protecting the people of the Commonwealth.
  • Origins: Formed from a diverse group of individuals, including former Institute scientists who disagreed with the CTC's isolationist policies, ex-BBOS soldiers who rejected the Brotherhood's authoritarianism, and experienced wasteland survivors with a strong sense of community.
  • Mission: Provide aid to settlements in need, defend against raiders and other threats, and promote cooperation and understanding between different communities. They are essentially a humanitarian organization with a strong self-defense capability. They are a true neutral faction, not allied with any specific factions or settlements. They also work with sensitive information. Their true motives are not known until the player gets involved.
    • Traveling Medics: Teams of Coalition doctors and nurses travel between settlements, offering free medical care.
    • Defense Training: Coalition veterans provide basic combat training to settlement militias.
    • Resource Sharing: The Coalition facilitates the exchange of surplus resources between settlements, preventing waste and fostering cooperation.
    • Information Gathering: They always have their ear to the ground.
  • Structure: A decentralized network of cells, each operating relatively autonomously but adhering to a shared set of principles. This makes them resilient but also potentially vulnerable to infiltration.
  • Leadership: A council of representatives from each major cell makes decisions collectively.
  • Relationship with CTC and BBOS: They are wary of both the CTC and the BBOS, seeing them as potential threats to the freedom and well-being of the Commonwealth. They may attempt to mediate conflicts between the two factions, but they are prepared to defend themselves if necessary.
  • Base: Their main base of operations is still the Old North Church, but it is now compartmentalized. The main floor is where they provide humanitarian aid (as a cover?). The basement is more of a stash/storage area. The former Railroad HQ has been repurposed as the clandestine meeting place for various individuals and groups of interest to the Commonwealth Coalition. The wandering members all have their own bases with their own compartmentalization.

D. The Minutemen (Decentralized):

  • Structure: A collection of independent groups, each operating under the "Minutemen" banner but with varying levels of organization, resources, and effectiveness.
  • Common Code: All Minutemen groups adhere to a basic code of conduct: protect the innocent, defend the weak, and uphold justice. However, the interpretation of this code can vary significantly.
  • Examples:
    • "Diamond City Security": A well-equipped and organized group that primarily protects Diamond City and its surrounding areas. They are essentially a professional security force.
    • "The Sanctuary Hills Guardians": A smaller, less-equipped group focused on defending a single settlement. They rely more on local knowledge and guerilla tactics.
    • "The Quincy Irregulars": A loosely organized band of survivors who operate in a more lawless region, blurring the line between protection and banditry.
  • Relationship with other factions: Generally positive with the Commonwealth Coalition, as they share similar goals. They may have strained relations with the BBOS due to the Brotherhood's heavy-handed tactics. Their relationship with the CTC depends on the specific Minutemen group and their proximity to CTC influence.

E. NPCs:

  • Autonomy: NPCs have their own schedules, motivations, and relationships. They will react realistically to player actions and will not be easily manipulated.
  • Examples:
    • Nick Valentine: Operates a successful detective agency in Diamond City, specializing in missing persons and unsolved mysteries. He still has the memories of old Nick, but he is aware that he is not Nick. He is mostly machine, like his Synth iteration, but with organic parts like the brain. Possibly an early attempt by the CTC to humanize androids. True origins unknown until the player is involved.
    • Piper Wright: Runs "Publick Occurrences," a newspaper dedicated to exposing corruption and holding the powerful accountable. She is fiercely independent and will not hesitate to criticize any faction, including the player.
    • Kellogg: Leads a highly skilled mercenary company, "The Iron Reapers," operating out of a fortified building (formerly Fort Hagen). They are ruthless and efficient, but they also have a code of honor (of sorts). They are open to contracts, but betraying them has severe consequences.
    • Combat Zone: A thriving arena where people can bet on fights and participate in (non-lethal) combat challenges. It is a neutral ground where different factions can interact, albeit with tension.
    • Raiders: Organized into distinct gangs, each with its own territory, leadership, and preferred methods. They are not inherently evil, but they are driven by desperation and a lack of resources. Some gangs may be open to negotiation or trade, while others are violently territorial.
    • Gangsters: Specializing in organized crime, they are slightly more organized than Raiders, and relatively better equipped. They are split across a few major families. There are smaller groups forming and dissolving as they are absorbed into the bigger families. While not hostile, they will extort or attack anyone caught operating in their territories. They have a loose grip on the financial district of Boston, and usually recruit out of Goodneighbor.
      • The Ferraro Family: Control the gambling and entertainment industries (including the Combat Zone).
      • The O'Connell Syndicate: Focus on smuggling and black market trade. They have access to highly rare items.
      • The Kim Dynasty: Specialize in protection rackets and "taxing" businesses in their territory.
      • Loose Grip: Despite being better organized, their enemies and wasteland abominations often pose a threat. This is what keeps every family on their toes and always wary. Just because there is organized crime, and they do provide a sense of stability, does not mean they have an absolute handle of unforeseen variables.
    • Gunners: They are no longer one singular faction. They are now independent groups who take on the jobs other people won't do. Several groups are known to "coerce" employment.

F. Locations:

  • Dynamic Control: Key locations (settlements, factories, military bases) can be captured and controlled by different factions, including the player. This creates a dynamic and evolving world where power shifts over time.
  • Settlement Investment: Settlements are not "built" by the player in the traditional sense. Instead, the player invests resources (caps, materials, manpower) to upgrade existing settlements. The settlement's layout and defenses are determined by pre-designed templates, which are automatically constructed as the player invests. This creates a more streamlined and realistic settlement system.
  • Faction Headquarters: Redesigned to reflect the new identities and functions of the factions. For example, the CTC's headquarters is more focused on robotics and research, while the BBOS base might include training grounds and workshops for maintaining power armor.
  • Key Locations: Many locations that are populated by sub-factions, are no longer just shooting galleries for the player, they now serve a purpose. Monsignor Plaza is now a slave trading hub. Joe's Spuckies is a neutral mercenary hub controlled by one of the local mercenary crews. The player can now do commerce or find work at locations like this.
  • Hostility is based on Location: Hostility is now logical.

2. Stats/Perks System:

  • S.P.E.C.I.A.L. as Proficiencies: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck are now dynamic proficiencies that increase through use and action. Stats begin to decay every in-game month of not using it. Players can spend three permanent Aptitude points. Aptitude means the character will increase this stats at an increased rate. Each Aptitude point adds a 0.50 multiplier.
    • Strength: Increases by carrying heavy loads, using melee weapons, and performing physical tasks. Affects melee damage, carrying capacity, and intimidation checks.
    • Perception: Increases by using ranged weapons, spotting hidden objects, and successfully navigating the environment. Affects accuracy with ranged weapons, lockpicking success, and the ability to detect traps and enemies.
    • Endurance: Increases by taking damage, resisting disease, and performing strenuous activities. Affects health, radiation resistance, and sprint duration.
    • Charisma: Increases by successfully persuading, bartering, and leading others. Affects dialogue options, prices in shops, and the ability to recruit companions.
    • Intelligence: Increases by crafting, hacking terminals, and solving puzzles. Affects the quality of crafted items, hacking success, and the ability to understand complex information.
    • Agility: Increases by sneaking, moving quickly, and using light weapons. Affects movement speed, stealth effectiveness, and action point regeneration.
    • Luck: Increases randomly through various actions and events, it's the only stat that increases at 0.50 without a Focus Point. Affects critical hit chance, the quality of loot found, and the outcome of certain random encounters.
  • Perks as Knowledge: Perks are acquired through learning, not through leveling up. They represent specialized knowledge and skills.
    • Usage-Based Perks: Many perks are tied to specific actions and improve with repeated use. Equipment-based perks vary between 5 or 10 levels. The more complex the equipment, the more levels it will require to become fully proficient; such as Power Armor or Energy Weapons.
      • Example: "10mm Pistol Proficiency" increases with every successful hit with a 10mm pistol. Each level increases accuracy, handling, and reload speed with that specific weapon.
      • Example: "Leather Armor Specialist" improves with each piece of leather armor crafted or repaired. Each level increases the armor's defensive rating and durability.
    • Taught Perks: Some perks can only be learned from specific NPCs. There will be designated NPCs with specialized knowledge, which will act similarly to Book Series Perks.
      • Example: A master gunsmith might teach the player a perk that allows them to craft unique weapon modifications.
      • Example: A doctor might teach the player a perk that increases the effectiveness of healing items.
      • Example: A settlement leader might teach the player a perk that increases the productivity of settlers or allows investing in new opportunities.
    • Book Series Perks: Collectable book series provide incremental knowledge. They do not have to be collected in order, as each book provides its own knowledge perk related to the series it is from.
      • Example: "Wasteland Survival Guide" (5 volumes). Each volume grants knowledge to a specific survival skill (e.g., finding food, reducing the effects of radiation). Finding all five volumes unlocks a significant perk, such as the ability to craft a powerful survival item.

3. Quests and RNG:

  • Handcrafted Quests: All quests are unique, with meaningful stories, choices, and consequences. There are no randomly generated quests.
  • Contextual Rewards: Quest rewards are logically tied to the quest's narrative and the faction involved. Completing a quest for the Commonwealth Coalition might reward the player with medical supplies or access to a safe house, while completing a quest for the BBOS might reward the player with power armor components or access to a weapons cache.
  • Limited RNG: RNG is used only for the contents of non-quest-related containers (e.g., a first aid kit might contain 2-3 stimpaks, or a toolbox might contain a random assortment of crafting materials).
  • Loot Tables: Containers use context-sensitive loot tables. A desk in an office building is more likely to contain pre-war money and office supplies, while a military crate is more likely to contain weapons and ammunition.
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Pub: 15 Mar 2025 04:09 UTC

Edit: 17 Mar 2025 17:07 UTC

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