RoyBatty wrote: ↑
Mon Dec 24, 2018 11:01 pm
That also hinders role-playing, for ex in Fallout 3 I can leave the vault, and go anywhere on the map with very few exceptions (like the deathclaw sanctuary), do DLC (except Point Lookout), etc without a worry about it being too hard for my character. I can go do whatever I want, unlike NV where areas are blocked off from me and I can't go there without dying regardless if there is a quest in that area or not. This is content walling, and I don't like it for the same reason I don't like NV's speech check system. It's too linear for my tastes, not that linearity is a bad thing, I just prefer that linearity reserved for quest lines.
Also after playing the game dozens of times, I want a different experience, one that's more suited to my play style which is focused more on exploration, combat, and survival.
Like EnderDragonFire acccurate said, it's a difference of design philosophy. FNV roleplaying is through quests, while FO3 is through combat and survival.
I prefer FNV approach to be honest, the quality of the dialogs in A LOT of quests in FO3 is pure poop and after a while is tiresome to fight, fight, fight and... decorate my house? Collect tedddy bears?
The quests itself are very so-so in FO3, since most main or important characters are "essential". I think the player should own the consequences of his or her actions in a RPG, I can literally go to Hoover Dam at level one in FNV and kill Colonel Cassandra Moore.
Sure, it's a shit decision and a harmfull one - at least exploit the NCR a little, would you
- but is the player's decision.
In FO3 we don't have such things, you have a narrow narrative and have to follow it without deviation.
I'm so used to the freedom of solving most quests my way
in FNV, that this literally bite me in the a** in FO3.
When I saw Roy Phillips I tried subverting the quest line and killing him before entering Tenppeny Tower. Ops, not so fast junior. LOL
Not only you can cripple his leg and this doesn't make a single difference - the guy still runs like hell - but no one acknowledge the kill and I can't tell the inhabitants or chief Gustavo that Roy is dead.
I still need to complete the quest "the right way".
Ah, if only the quests were like The Nuka-Cola Challenge or Moira's guide...
I think I like TTW because of this: the two different worlds of Mojave and DC are connected, but separated at the same time.
We have the best parts of both.