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tomatoanus
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SPEEDRUN EXPLAINED Retrospective: Speedrunning the Fallout series, back-to-back

SPEEDRUN EXPLAINED Retrospective: Speedrunning the Fallout series, back-to-back

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Just watching right now and I am at the part during the FO3 run where you commented on the info about your camera and heartrate wasnt needed but that you liked the part right after where you didnt explain every glitch throu a wall. I wanted to say that to me you are wrong on the first part and right on the second. I liked that part of the video. Because you are explaining your own run is most entertaining when you dont just deliver info on the methods used but when I can share some of the excitement of the run. Explaining the heartrate and cam stuff just a moment before makes sure its still fresh in the viewers mind, now you leave us alone in a short moment of silence after pointing out your heartrate has just jumped 25bpm. And I can see that you are highly concentrated and that this is the cool part. I wouldnt change that Edit: And now you ask for specific comment on the skipping. My opium as a FO3,NV,4 fan but not a "power gamer": Even if you would go into perfect detail on every skip and every wall it wouldnt help me. I do not know the map from head. I remember the feel and some intresting points of each location, but I dont remember the complete layout. So who cares about this jump here and that door there? To me that all a fuzzy momenet of "and now hes doing that strange no clip stuff again". Yeah big deal youre doing that all the time and its the least cool part of the run. For me its cool to see the routing, aka how you sequence break and how you evade the limits the game sets to stop you from doing it. Like grabbing an item that you shouldnt be able to reach or smth. That you and your crazy pals can walk throu walls is well established and not as exciting. Thats my point. So yeah, say you turn on ghost mode and skip the details :)

Dioskur

I'll try adding time stamps to help rewatch for context: 30:30 - I totally agree that the here here repetition is very visible and immediately comes to mind. But i do think that in the 4 years+ since this video (wow that was a while back) your writing has increased (a lot) in skill and it doesn't happen/doesn't pop out as much as here. 31:50 - I don't necessarily agree with you here, as someone who hasn't played thru fallout 1 and 2 (still need to play thru 3 and nv but thats a problem for another day) I didn't know the doors opens slower. My reaction to that info was huh thats pretty neat. As you say its not particularly a major tech and imo doesn't need to be said sooner.

edced

I think that adding a docs or text in the description with deeper explanation could be an interesting thing to try out, I've already seen it multiple times where at the beginning of the video he mentions it and every time its in the docs he adds a [1], [2], ... so you know where to look at. The problem is that not a lot of people would necessarily go through it and a lot of interesting info could be lost. Your strategy of pausing the video popping on screen with a render is great because it allows you to go deeper without "losing time" and getting late in comparison of the run. Would be interesting to think about it.

edced

One thing that the "too early"-explanations you talk about here made me think of something that you may take or leave! Nowadays when you pause and explain something before showing it in real time, I sometimes would like some very minimalistic reminders meanwhile the real thing plays out, nothing big but something like this: *Pause* "Now XX are going to do A by jumping and pressing.. and then B by.. " *Real time* "So now they do A *when they do A*, and B and finally C" That way it could be easier to notice and follow what happens more (especially A), but I also see the value of being silent and just letting us enjoy the magic :)

lazerbeamofdoom


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