*I want a wasteland that takes me three real days to walk across!*
In the games before Bethesda, the PC had to brave the wastelands; and was on a tight time budget; they HAD to get back with the machine part, or their family/community would die.
Walking from the vault to the Brotherhod of Steel's bunker was a ten day walk through the mountains if you went the straight & "short" path between locations.
Now the way Fallout worked it did not need to depict the trip every footstep of the way. Travel on the overland map was pretty self explanatory, and the speed you achieved during a day depended on the terrain you were crossing. You could however choose to look at the land at any point in between A or B, and the game would show you an explorable abstract of it; you were always at risk on the overland map of having good, bad, indifferent; or plain bizarre encounters while traveling.
This was lost in Fallout 3 ~no really, it was (even though FO3 does depict every footstep of the tedious trip, unless you use the map travel option ~which comes with no risk at all).
The game Arcanum (also made by the crew that made Fallout), improves on the system, and the map plays like Fallout 1, but with two really significant changes... The map can have impassable obstructions that must be dealt with when you arrive at them; and the entire continent can be explored in real time ~and I've read that it takes about 48 [real] hours to walk from coast to coast.
What's spectacularly fortunate in Fallout, is that the world is a wasteland ~ie.depopulated and ruined. It actually makes sense that there is nothing out there for a week's walk in any direction. The technology is possible now to create a Rogue-like Wasteland in 3D/FPP, and salt it with good, bad, indifferent; and plain bizarre encounters. The trick is simply to make the local area around a major settlement resemble the areas around Megaton/Rivet City/ Ten Penny/ Paradise Falls... etc (meaning effectively like FO3 plays everywhere in the game), while the true wastelands extend off into the distance ~a weeks trek to get to another major settlement... Kind of like an amplified Oblivion, where you stumble out of the wastes into a slum surrounding a small, central city... Like the Hub, or Junktown.
Quests should mostly be local, but a few involve arduous travel to another settlement, or delving into the wasteland to return with something, or finding a place lost out there ~Like the "Sierra army Depot"... So your PC is a week from town, low on water, and just over the next ridge they see a fenced off area with a steel compound surrounded by some broken tanks, and six dead raiders cut to pieces near a hole in the fence ~months old carnage. What do they do?
(Or perhaps they were sent there... given the latitude & longitude on their pip, and they had to explore to find it; they have a security badge that is supposed to get them in the door, past the auto gun turrets)...
If the game encouraged exploration (FPP), but made it clear that the wasted/ruined/land was VAST, and that the PC can do most of that traveling as a rote forced march that you don't need to sit through ~but there was still the risk of that travel... The game could work quite like the originals, but better.
Allowing full exploration ~of sometimes empty places ~as they should be, but sometimes not; sometimes the place is really unusual. In Fallout 1 & 2, there was an awful lot to explore, but most of it was near a town or military installation [town]; sometimes it was in a cave; or a vault. The common understanding was that it was not sensible to assume that every square inch of the wasteland was a fun part of the sandbox; some simply needed to be passed through; though the game would stop the trek if the PC encountered anything of interest along the way.
And so... like every fallout before it, the wastes could be explored, but the player knows that the meat of the game is not usually found in the wasteland, and should have no qualms about http://www.youtube.com/watch?v=XbigblL3wbU the vast distances between major towns; and gets to watch as their PC traverse the bombed out wastes along the way... I'm not sure if many noticed, but the bombed out landscape has far more of an impact when seen from above, than from the ground.
But don't mistake what I've said for wanting only map travel... No, they should be able to stream in the wasteland world as the PC walks though it, complete with old houses (with stories), and secret food caches (like in "the Road" film), and wandering monsters; or just people.
I don't see why they don't simply stream in a procedural interim landscape in between their choice set-piece locations... In the Fallout series, the wasteland might as well be outer space, and the towns planets or mining asteroids... No one playing a space sim would complain of a week's travel though empty space... And that's exactly what the wasteland is supposed to be ~usually; but sometimes it's not... and that's what's cool about it. In Fallout the player would finish up loose ends and get supplies before making the arduous trek to the next major location; this whole aspect is gone from Bethesda's interpretation of the series, because EVERYTHING is a short walk over the hill. This really needs to change IMO.
*And as a side effect, it creates a real-time use for vehicles... So that the PC could drive across the wastes; and have protection and different chance for random encounters; and be able to haul a great load of weight on the trip.
They have Skyrim as example for the map; why not do that in Fallout (restore some of what it always was); only... http://s271.photobucket.com/user/Gizmojunk/media/FO_3DMAP_zps59341745.mp4.html, and adjust the speed depending on terrain... this stuff isn't hard to do.