Given their MO, I don't know why anyone would ever want to persecute Bethesda on this. You have to expect it given how much they lean on mods to fill in their own gaps. What do I expect? Either for it to be total BS anyway, or for this mod developer to get hired to write their stories. If they ARE swiping his work, he's obviously better than anyone they've got.
I would be surprised if Bethesda didn't take inspiration from the modding community. This isn't laziness on their part, but simple attentiveness: Mods exist partially to add features that Bethesda should have included in their game. Bethesda fixes this problem by making it an official feature in the next game/DLC. For example: if people are modding Iron Sights into Fallout 3, then Bethesda should take notes-it's a very good sign that Iron Sights are something they should include in the New Vegas.
"Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence"I was going to say the whole settlement thing was a popular mod in the last two fallout games in case anyone forgot.
Who watches the watchmen?IIRC, they even admitted they got the idea from the modding community with that one.
"Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence"Well, features and game mechanics are a bit harder to avoid 'copying' to an extent depending on the game. Settlements were just something that was worth exploring giving the setting of the series.
Plot lines and story beats get a bit more grey... At the very least, assuming they WERE inspired by the mod, repeating the same story beats and dialogue scenes is kind of lazy.
A murder mystery among a group of eccentric elites is hardly a unique story plot to begin with.
Who watches the watchmen?Tbf, legally speaking, everything modders create for their games, Bethesda is free to use with no attribution or compensation required.
edited 16th Jul '16 4:09:44 PM by CaptainCapsase
According to the author here, the similarities between the mod and the Far Harbor quest are apparent, but different enough in content and execution that calling the Far Harbor quest a copy isn't accurate.
edited 16th Jul '16 4:17:53 PM by VeryMelon
How similar we talking?
edited 16th Jul '16 4:38:14 PM by TuefelHundenIV
Who watches the watchmen?Author of the Kotaku article.
In a twist, one of the affluent patrons convinced the other dwellers to transfer their brains into robot bodies so that they could live forever. When the player reaches the hotel, most of it is inhabited by ghouls, with the exception of the moneyed guests, who have managed to survive the apocalypse in robotic bodies, and electric concierges, who dutifully keep things running in the hotel.
Technically, both the mod and the quest end up with a vault populated by robots, some of which are human-like and some of which are there to perform a duty...but the details are still pretty distinct from each other.
Both the quest and the mod have a similar vibe, in that the player has to navigate an upscale vault. That said, the refined air makes way more sense for a hotel than it does a library.
The pacing and overall design of the quest and the mod are different as well. When the player enters Brain Dead in Fallout 4, they walk into fresh crime scene, and all the vault citizens are crowded around the body, causing a commotion. Immediately, the player is asked to look around and gather clues, which are partially gathered by interviewing hotel residents.
In Autumn Leaves, the player enters the vault and is treated to a very extensive lore dump. In the Let’s Play video that I watched, the player didn’t actually discover the body until nearly an hour of playtime, at which point it was revealed that the person had been dead for a long time. From there, an investigation opens up, and the only way to get to the bottom of it is to talk to the robots. Autumn Leaves seem like a more contemplative, if not outright meandering Fallout experience than Brain Dead, and it is easy to get lost in conversation with the robots therein.
The robots, as it turns out, are completely different. As far as I can tell, there aren’t many similarities between the actual characters in the mod and in the Fallout 4 quest. Baron Von Chateau characterizes both of them as “eccentric” but that’s pretty broad, and could apply to pretty much anyone in the Fallout universe, period. The entire schtick is that the world has turned mad, after all.
That said, Baron Von Chateau points out that both the quest and the mod have a plot point relating to robotic voice modules, and it is specific enough to raise eyebrows. In both instances, the story postulates that a robot is capable of using any voice they please, so long as it is human. Another similarity: the robots in both the quest and the mod ask the player to interpret the metaphorical significance of an item. Baron Von Chateau provides the following screenshots as evidence:
This actually happens more than once in Autumn Leaves; at another point, a different robot asks the player what he or she thinks of a toy on her desk, and the player is free to interpret it however they’d like. While this may seem damning to some, after playing Brain Dead, the circumstances look pretty different to me. Yes, you have two robots asking you about paintings. But these characters are nothing alike. On the top you have a painter-gone-mad, a total Oscar Wilde type who sees something like a dead body and thinks it is wonderful inspiration. On the bottom, you’ve got a mega obnoxious robot named Rolland.
Baron Von Chateau points to a variety of different similarities like the one above, and you can check them out here. Without context, these allegations present a very strong case: the screenshots have been paired to look the same. If you’ve actually played Brain Dead, however, it is not as clear-cut. For example: Baron Von Chateau shows that both the mod and the quest have a robot that propositions you. But it is not like Autumn Leaves came up with the idea of robot fucking; Fallout has pulled that gag for years. Remember Fisto?
Hmm. Enough lifted to raise eyebrows but not quite enough to be a total rip off. Meh not the first time it has happened or unlikely to be the last.
edited 16th Jul '16 9:42:35 PM by TuefelHundenIV
Who watches the watchmen?Hmm. That's a Kotaku article. I thought the hive-mind here was that nothing from that site was to be trusted at face value?
That said, the author may have a point about Bethesda's authorial intent, but I'm not sure there's enough difference between the two items of content in question for Bethesda to easily skip away from this plagiarism claim.
Tam: I treat Kotaku with caution depending on what they are talking about. If it involves any sort of politics I don't really trust them. So basically like most news sites.
edited 16th Jul '16 9:49:39 PM by TuefelHundenIV
Who watches the watchmen?Their straight factual articles, gameplay based reviews, and even leak reports are always pretty spot on.
It's once you start getting into subjective things that it gets a little iffy.
Oh really when?Hmm. I still really don't like giving Kotaku page clicks. They're Gawker in a different skin and that site's poison. And they're going to Ziff Davis Publishing after the deserved kicking they took in Terry Bollea's libel case, which taints a brand I actually like.
You don't need to click the link really, I posted all the relevant information.
Thanks for that. It's a service you provide for which we are grateful.
How freaking big is 1.08 supposed to be?Cause I have 19ish G Bs left and it still won't download.
edited 18th Jul '16 10:23:40 AM by alekos23
Secret Signaturehttps://bethesda.net/#en/devnotes/fallout-4-1-6-update-live-on-pc
The Fallout 4 1.6 Update is live today on PC and coming to Xbox One next week. We are working on timing for the PS 4 version and will update as soon as we have new information.
Fallout 4 1.6 Update
NEW FEATURES
- Exit Save - Exiting to the Main Menu or Desktop (PC only )will create an Exit Save. During next play session, the Exit Save will delete itself after you load it. The Exitsave works in all difficulty levels including Survival.
- New Add On specific icons in Workshop mode
- More than 300 new player names added to Codsworth's vocabulary
- Support for upcoming Add Ons
FIXES
- General stability and performance improvements
- Fixed a crash related to targeting an enemy weapon while in VATS
- Fixed an issue where a Companion would become stuck walking and unable to run
- Fixed issue in "Mankind Redefined" to prevent the player from getting stuck in elevators while in Mass Fusion Building
- In "Boston After Dark" quest now completes properly when waiting for Old Man Stockton
- Fixed occasional issue where player would become permanently invisible
- Dead settlers can no longer be commanded or assigned to supply lines
- Fixed issue where deleting saved games would cause other saves to disappear
- Fixed occasional issues with activating mods that did not come from Bethesda.net
- Minor bug fixes and optimizations to Mods load order and browsing
I am sad
Oh really when?So why did it pop up for me?
Secret Signature
I'm just not ready to persecute Bethesda on this. So I'm willing to take Hines at face value.