Basically, the "you can't judge a game until you've played for X hours" argument. Side quests are great if you like the game, but since I didn't, why bother?Tattaglia said:It's called judging a game fairly.
So your saying you would have LIKED the game if it had MADE you do the side-quests, but because it DIDN'T, It's bad?GenHellspawn said:No, I didn't. That's why they're called side quests, because you don't have to do them. If you can beat a game in 10 minutes (IE. Fallout) then the game is short, no matter how many irrelevant side quests surround it.Tattaglia said:you never tried the sidequests
It would've been bad regardless, I'm saying that just because there's an abundance of sidequests, doesn't mean the game is longer, it means the game can be longer.hippo24 said:Im completely confused?
Ohh sounds like you have more of a problem with the game itself (gameplay,story) then the actual length.GenHellspawn said:It would've been bad regardless, I'm saying that just because there's an abundance of sidequests, doesn't mean the game is longer, it means the game can be longer.hippo24 said:Im completely confused?
Correction!Sejs Cube said:Explanation - both of the previous Fallout games did a pretty good job explaining where things came from and how they got to where they are now. Particularly the game's iconic badguys, the super mutants. They didn't just spring up out of nowhere and were generally violent, mindless dickjobs. They were created by the Master at Mariposa. No Master, no super mutants. Fallout 3's super mutants were just kinda.. there. No explanation, not even a basic one. They just were, now get to shootin'. That's sloppy. It wouldn't have been difficult to drop even just a side quest in that explains that the Master, when he was getting the whole mutant army thing rolling, sent one of his lieutenants back east to secure what he thought were essential resources. Master gets cakked and the Lt (when he finds out), as he's still a big believer in the cause, decides he's going to be the next Master and starts up the dipping program again. And that's just off the top of my head. But we didn't even get that much.
OK full explanation of the Super-Mutants in Fallout 3 is that they come from vault 87 where all the inhabitants were exposed to a modified version of the experimental FEV. Since their mind degenerates and they're infertile the Super-Mutants kidnap people and take them back to vault 87 to replenish their numbers.OuroborosChoked said:Correction!
There is an explanation and ThreeDog even comments on it: the Super Mutants capture people and take them back... somewhere... and genetically manipulate them to make more Super Mutants. Vague? Yes... and a bit plot-holey (how do massive thickies like Super Mutants know how to do genetic engineering?), but it's an explanation. There's even a random encounter that goes into more detail... I think his name is Uncle Leo. He's a peaceful Super Mutant who just walks the Wasteland, unarmed and unarmored... like Kane from Kung Fu.
http://fallout.wikia.com/wiki/Uncle_Leo
But perhaps you just weren't paying attention...