Fallout 3 gameplay

This article describes the gameplay system of Fallout 3 by Bethesda Softworks.

Character system
Main character creation occurs as the player experiences the character's childhood. The character's mother dies in labor in the Vault 101 hospital, immediately after which the player decides the character's general appearance through a DNA analysis conducted by the father. Afterwards, the father removes his surgeon's mask to reveal a face similar to the one chosen by the player for the character. As a child in the Vault, the character receives a book titled "You're SPECIAL," whereupon the player can set the character's seven primary aptitudes. The character receives training weapons and a PIP-Boy 3000 later on during childhood, and the player's performance in various tests determines the rest of the attributes. Additionally, several quests inside the Vault will be able to influence the player character's relationship with his or her father. Skills and Perks are similar to those in previous games: the player chooses three Tag Skills out of 13 to be the character's specialties. Five skills have been cut out from the game (Fallout, Fallout 2 and Fallout Tactics had 18 skills). First Aid and Doctor have been integrated into Medicine, Throwing and Traps have been merged into Explosives, Steal integrated into Sneak, and both Outdoorsman and Gambling have been removed completely. The maximum level the player can achieve is level 20. The Traits from the previous Fallout installments were combined with Perks in Fallout 3, and the player can choose a new Perk each time after gaining a level.

Perspective
The game features both first-person and third-person perspective.

Combat
The Vault-Tec Assisted Targeting System, or VATS, will play an important part in the fighting phases of the game. While using VATS, real-time combat is paused creating a combat system that the Bethesda developers have described as a hybrid between turn-based and real-time combat. VATS will also allow the gory deaths in the game to be shown in slow motion and great detail. Various actions cost action points, limiting the actions of each combatant during a turn, and both the player and enemies can target specific body areas for attacks to inflict specific injuries. The game will feature a new health and radiation system as well. The player can measure an object's radioactivity and gauge the effect it will have on the character.

Items
Another facet of gameplay is that firearms wear out over time: as a weapon degenerates, its rate of fire slows and it loses accuracy. However, worn out firearms can be combined to make more reliable and powerful weapons. Weapon schematics can also be found and used to create various devices such the Rock-it Launcher, created by combining a leaf blower and a wood chipper, that can fire various items such as lunchboxes and stuffed animals, or the Clever Bottlecap Mine, made out of a Vault-Tec lunchbox and bottlecaps. Along with equipping various weapons, the player can also utilize different armors and clothing that may have effects that can alter various skills. For example, a pair of mechanic's coveralls may boost the player's repair skill while it is worn. Armor and clothing come in two main parts for the head and body, allowing a player to wear different combinations of hats and armor. Also, a player's inventory has a specified weight limit, preventing a player from carrying too many items. Items like weapon ammo have no weight, due to the developer not wishing to bog down inventory management.

Crafting
You will have a chance to find schematics for and create one homemade weapon for each of the combat skills.

Party
The player will have a maximum party of three, consisting of himself/herself, Dogmeat, and a single human(oid) NPC. In addition to having Dogmeat in your party you will be able to send him out on his own to search for items such as arms and ammo, radiation medicine, and stimpacks. Dogmeat can be killed during the game if the player misuses him or places him in a severely dangerous situation and he cannot be replaced. Only one NPC can travel with the player at any time, and in order to get another NPC to travel, the first one must be "fired" by the player.

Karma
A Karma system will be an important feature in the gameplay. A players actions, including conversation and combat choices, will affect the player's status in the game world; a player who makes good choices will be received more positively by NPCs, and a player that makes bad choices will have the opposite reaction. Crimes can also be committed by a player, and whichever faction or group that is harmed by a crime will be fully aware of the player's action. Other factions that were not affected by the crime will not be aware of it, and since a town is usually its own faction, news of a crime committed in one town will not spread to another. Factions can range in size and boundaries, however, and may not be restricted to a single area. The game world itself was planned to be significantly smaller than that of Oblivion's but is now expected to be similar in size.

Controls
The Fallout 3 controls are likely to be similar to the ones in The Elder Scrolls IV: Oblivion.

Changes from previous Fallout games

 * While Fallout and Fallout 2 featured turn-based combat and top-down isometric view in a 2-D engine, Fallout 3 features real-time combat and first or third person view in a 3-D engine (like Fallout: Brotherhood of Steel). Fallout Tactics and the cancelled Van Buren featured both turn-based and real-time combat and a top-down view.
 * In the SPECIAL character system, the number of skills has been reduced from 18 to 14 and perks are selected every level instead of every 3 to 4 levels. Traits have been removed and retooled into new perks. It is unknown whether any other elements of the character system will be changed.
 * Early comments and previews indicate that the game may feature a lightened version of Oblivion's dynamic difficulty adjustment, in which the strength and power levels of foes (and potentially acquired loot) is scaled in relation to the player's level, to preserve a sense of challenge no matter where the player went in the nonlinear game world. Issues with the system arose when, in Oblivion once the player rose to high levels, even the weakest bandits or cannon-fodder guards could be seen wearing the rarest and most powerful equipment available. It would be akin to the PC encountering Raiders in Power Armor wielding Miniguns very early, if he happened to exit the vault at the maximum possible level.
 * Comments implied that unlike Oblivion, where the level scaling occurred at all times, levels would be "set" at a given location depending on the travel path of the player. This is subject to change or even outright removal, as the game is still in development.
 * Perks and Traits have been merged. Traits were chosen at character creation, and were commonly a combination of a powerful advantage and a potent disadvantage, where Perks were purely advantageous.