I don't know if you, loyal readers (both of you), caught on to the fact that Shelter used to be Earth-based and post-apocalyptic, until it stopped being so.
Eons ago, we decided to limit Fallout's influence to the gameplay mechanics, and not steal the actual setting itself. There were two reasons:
1) It is very hard to ape Fallout without *aping Fallout*. The game was a quintessence of everything cool you'd expect from a post-apocalyptic world. Hey guys, let's have this cool town full of junked cars... let's call it, I don't know... SCRAP CITY. And how about a place with caravans, a HUB of sorts, if you will...
2) Post-apocalyptic is the new black. Post-apocalyptic movies and games are popping out everywhere. There's even a post-apocalyptic TV show, "Life After People". Somehow, the subject is wearing thin.
So...after several (wild) iterations, we've arrived at the Osiris-5, Earth colony, Warp Gate storyline.
During this week Shelter's quest database has grown, and main plot arc is being fleshed out. As in Fallout, the main arc is a mostly linear sequence of events which can be approached in several ways. As of now, it is a combination of both expected and bizarre.
Thus far we've managed to avoid these types of quests:
* killing caveloads of rats and spiders
* bringing someone 15 bear skins to make shirts out of
* bringing a boy his peg leg
... and nobody treats you like their best friend without reason to do so.
Not all stereotypical quest types can be avoided, however, due to inherent nature of such games. People sending you somewhere, and such. All we can do is to make them meaningful, connected to the plot.
Fingers crossed.
