Smeatza said:
I felt railroaded to a much higher degree in Fallout 3.
This is what I mean by "railroading". Maybe your experience was different than mine, but that's how I felt in comparison to the two games.
Smeatza said:
For myself there is a difference between doing evil acts and roleplaying as an evil character.
None of the evil options make any sense when tied with the lovely upbringing your character get's in their background story. Most of the evil options offer little to no profit or any other reason to do them short of being psychologically disturbed which adds nothing to the characterisation, and therefore the roleplaying.
The closest thing I can equate it to is Prototype, yeah you can do all these badass, awful things. But seen as there is no reason behind it or any real consequences, it adds little to the game.
True, the evil options in Fallout 3 might have been dissatisfactory to your perception of what evil is, but that's a different debate entirely and not the point I was trying to make.
Smeatza said:
But the Mohave Wasteland is in the midst of a political struggle, it would make no sense for all political elements to disappear just because your character isn't interested. And yes a large portion of the game would be missing if you refused to interact with any political factions (which wouldn't make any sense from a role playing point of view but okay). But having a number of political factions you can support or fight against (depending on your choice) is much better than having one political faction you HAVE to support and one you HAVE to fight against.
You misunderstand me. I wasn't asking that the political elements of the main quest be
removed. I'm saying that after I did it the first time, it no longer held any interest to me personally after I completed the full main quest, but then wanting to replay the game meant having to deal with the main quest no matter what I did. The main quest in New Vegas was fun the first time I played it, but when I wanted to have a new character who abstained from the political dealings of New Vegas, I found it to be either impossible or making me go through far too much effort for it to be fun anymore. I
personally find issue with the main quest of New Vegas
encompassing nearly the whole of the game, an aspect that was done completely opposite in Fallout 3 which leads me to like it all the more. I would never say one is objectively better than the other because that would be stupid and narrowminded because both games offer content and aspects that I'm glad to have experienced. I just find myself having a preference for one over the other for different reasons.
Smeatza said:
It would make no sense for Victor to leave you alone considering who he's working for. In any case you were happy to ignore the main quest in Fallout 3 so what's changed for New Vegas? At least New Vegas gives you the choice to kill and his boss without any quest prompting whatsoever.
No duh. That doesn't change the fact that I wish he would jump off a cliff so that I can get off this fucking linear plot railroad and just go to Jacobstown or Red Rock Canyon as soon as I leave Doc Mitchell's place. Just give me
something so I don't have to play a character that has an irrational fear of towns as he runs at top speed past Primm and Nipton just so he can get to Nellis Airforce Base after looping around the fucking map. Here,
this post explains why I find Fallout 3 to be more open and free than New Vegas ever could be. Hmmmm... I already posted that link, didn't I? Ah well.
Smeatza said:
I can't really understand this. There isn't a set plot for New Vegas whereas there is for Fallout 3.
Instead of "you lived in a vault all your life, you mother wasn't there when you were young, your father was an outcast in the vault, the overseer is a suspicious fellow," and the several paragraphs I could write on Fallout 3's intro alone...
In New Vegas it's "You were shot in the face, your package was stolen, now go do what you want."
On top of that there is more choice and consequence in New Vegas causing the plot to branch even wider.
On top of that there are hardly any stupid restrictions on who you can kill in New Vegas so the plot branches even wider.
So while in Fallout 3 you are given the choice to follow the plot, or ignore it. In New Vegas you create your own, unique plot as you go along. Giving Fallout 3 a distinct feeling of linearity
(in my opinion).
TheDrunkNinja said:
It's kind of funny. Fallout 3 sticks you with this very set backstory that leaves little to the imagination, but it's New Vegas, despite having a completely blankslate character, that railroads you along its plot with no chance to get off until you're already too far along anyway, while Fallout 3 just dumps you in the Capitol Wasteland with one possible direction and allows you to just wander and explore from there of your own volition.
I kept the quote there since it kind of answers my feelings on the beginning 30 minutes of backstory in Fallout 3 compared to the blankslate you get in New Vegas.
This is my experience:
Fallout 3: That was a long tutorial. But apparently I have family I need to track down, though not immediately. Hmmm... Based on where I am on this map, I'm pretty much at the center of things. Eh, dad can wait. What's in this direction... Oh wow, crazy slavers and a town town full of mines! I wonder what else I can find around here...
New Vegas: Hm. Relatively quick tutorial, at least I'm out in the game now! Quicker than last time. Let's see what's around here. Huh, people seem to think I want to find the guy who shot me in the head who went south. I'll get to that later, let's see what's this way. Oh, mutant bugs killed me. Let me try going that way again. Nope, dead again, no way I'm going that way. Maybe I'll just go straight to New Vegas. Deathclaws killed me now. Great. Maybe I'll just go this way? No, there's an invisible wall. I guess I'll just go south like they said I should...
Now, for me, I create lots of different characters to try out new things and playstyles. From this point on, every time I create a new character in Fallout 3, I'll have to go through the damn tutorial again (unless you just use the automatic save it creates once you get to the door and create your character from there, good design choice for someone who wants to create a new character), open the vault door... and then be dropped right in the Capitol Wasteland. All directions possible from moment one.
Now, every time I create a new character in New Vegas, I go through the quick tutorial, then go in the direction the game wants me to go so that I can get on the plot of the main quest. What if I don't want to get on the main quest? Oh, well I'll just be running past all these plot specific areas for miles before I'm no longer physically confined to the main quest path, but that doesn't mean I'm not still confined. Running past Primm, Mojave Outpost, Nipton, Novac, Boulder City etc. would leave you completely under-leveled and under-equipped to deal with the more interesting areas of the game. Then you find that no matter where you move, that nearly whatever your character does goes back to the plot of the main quest.
Well, shit. There's no avoiding it. The game does almost anything it can to make you a part of the main plot of New Vegas. Which is perfectly fine. I like the main plot of New Vegas, but the game lacks what I like most about the new Fallout games. So yeah, it's very linear for an sandbox RPG and has a massive plot railroad, which does not resonate with me personally. It's different for you. What you like in these games is there in New Vegas, and my problem is inconsequential to you in a similar way that your problem with Fallout 3 is completely inconsequential to me. I'm not going to say that my game is better than yours though.
Smeatza said:
See I got the complete opposite from both games. I felt forced along a linear path in Fallout 3, the quests didn't seem to have that many choices and consequences, and those that were seemed to have little to no effect. Most characters couldn't be killed unless you finished every quest that related to them (and sometimes not even then). The back story you were given was so extensive it made role playing as several different types of characters completely implausible. Every playthrough seems to yield the same results, regardless of the choices you make. And large sections of of the map were almost impossible to reach unless you had a quest marker guiding you there.
On the other hand New Vegas doesn't have a set plot and no two playthroughs ever seem to be the same. Almost every character can be killed regardless or importance to the plot or if they have quests to complete. Your choices often have visible and important consequences. Role playing is no problem at all with the minimal backstory. And from the very start of the game you can travel to almost anywhere on the map (there is only one area I am aware of you cannot visit at level 1).
Hmmm... Well everything I wrote above seems to express my point of view on this, so I'll just leave it at that.
Smeatza said:
What I find really interesting with Fallout 3 and Fallout: New Vegas is that fans of the prior tend to consider the latter too linear and fans of the latter tend to consider the prior too linear. But no matter how hard I try or how far I step back, I cannot see it from the Fallout 3 fan's point of view.
That's just strange to me since I completely understand why some people favor New Vegas. My problem is that most of the time it seems to come at the expense of Fallout 3, and I find it sad that you can't seem to understand why I prefer it over New Vegas.
If you honestly desire to see this from my point of view, then the best way to do that is to not think about it from the position of someone who's already decided one is objectively better than the other, which I find to be the most common problem with people who advocate your position. It's to the point where some people who favor New Vegas actually call Fallout 3 a
bad game, which only proves that they see the two games through an
extremely narrow mental-filter.