Well you certainly can’t properly butcher your food’s corpse. This is an additional rule for perfect play in fallout. If you want to eat meat or gather skin or hide resources from corpses you must first hit them at least four times with a blade of some sort to represent the process of butchery. Do this in first person view then collect the meat or skin resources as you normally would, again in first person.
Insta death is the final acknowledgement of the perfect play style. It’s perfect in the true sense of the word with rpg play. Look around you, people here don’t get a second chance (that you know of, lol), they don’t get to re-load so they live like they have something to lose unless they’re past caring of course. When we bring that thought process to an rpg we can truely engage our characters with the game world. It seems easy enough but what if you’re towards the end of your game? With perfect play there’s no turning back because you died or lost at gambling, that’s it game over. Perhaps you could cope with an rpg playing insta death but what about a massively multiplayer game when you’ve just hit lvl 49 when you die and have to create a new character
Imagine the influence it would have on play style if we all had to play insta death. MMO worlds would come alive and the heroes there would indeed and only be heroes because the foolhardy would have fallen. They say there are only two sorts that venture into dungeons after all…
We all try perfect play at some point, trying to get the perfect lap time or whatever but so few aspire to insta death. It’s such a shame that true gaming has been lost in a sense, that sense of association that gets lost between player and character.
Why insta death? Because it’s the most fun gaming style that gives everyone a chance. There’s no coming back in multiplayer so even the cautious get to shine.
You might have a limited audience or an audience of people you mostly know something about so show something about them in the game world. Do they like sports? Hang around the sports shop in game and so on. Do they like violence? Play bloody characters.
The important thing is to let your audience know where they are. Games don’t follow the same narrative rules as movies which your audience will have watched and must have come to have certain expectations about. About how the movie will lead them from one scene to the next in a cohesive tale. The perfect player doesn’t have complete control like the movie director does so must find ways to engage the audience. The intro is a great way to focus the audience’s attention.
- Remind the audience which character they’re watching and which game. This will remind them of the standards they can expect from each game.
- Tell the audience who you are because they’ll know how you’ve performed in the past so then and can decide whether to watch or not.
- Tell them what your character was doing at the end of the last episode.
- Welcome them to your character story.
Given the length of time it takes to encode high quality video with middle of the range hardware, which is expensive, and I’m talking about dual core processors here, it seems sensible to offer optional video lengths in the rules. Rather than requiring one hour videos, videos can now be of any one of four approximate lengths ending at a suitable point in gameplay or at a save game point:
- 15 minute video
- 30 minute video
- 45 minute video
- 1 hour length video
All of the same rules apply, there must be a splash screen and a video introduction and you now have the option of an outro at the end of each video separate from the required character summary at death.
The overall video length for rules purposes does not include the time taken by splash screens or video intros and outros.
Many games are very forgiving with regard to terrain and do not require you to negotiate it as you would have to in real life. You can stroll down or along sheer cliffs and so on but you must not do this; to maintain perfect play standards:
- negotiate terrain in game as you think your character would have to in real life if he was a real person. So fat people move more slowly up hills and none of us can walk sideways comfortably on sheer cliffs.
To maintain high quality standards to ensure that watching the character stories we create remains exciting we must adhere to certain principles of video creation.
Use a capture device or a steadied high def. camera and if using a camera allow some of the screen edges to show so that viewers are aware of potential quality problems.
Create a splash screen at the start of the video and add any other partitions you think will improve the experience for the viewer. Do not remove portions of gameplay, to maintain perfect gameplay standards the full hour session must be included in the publication.
Either create a monologue when your character dies discussing how fitting you think the death was or do the same while looking over the corpse.
Create a separate audio track. Do not add the audio track while you are playing but do record the in game sound effects.
- explain why you choose the skills you do while levelling up and the skills you choose must relate to actions you’ve taken in game, so you should not take survival skills if you haven’t crafted or collected materials to craft poltices and other things within that skill set. Don’t choose the Lady Killer perk unless you have been dealing with women in the game and so on.
- use of the V.A.T.S. aiming system will not be permitted.
- all attacks must take place in first person unless under duress.
- all movement must be in third person unless in combat.
In addition to the perfect play rules which always apply:
- play on hardcore.
- account for the effects of radiation sickness and dehydration when describing the character experience.
- unless playing a mutant of some sort rest for at least four hours each day and do not use the wait function.