» Tue Sep 22, 2009 5:59 am
I was thinking of a related field the other night, before noticing this topic on the forum. So here are my two cents.
Fallout 3 was an awesome game. Up until now I have spent over 80 hours playing it and for the first week or so after getting it, I averaged 6-7 hours of gaming per day (this was the week before a big written exam in school too) just with Fallout 3, with all of the pauses in gaming being spent either studying out of necessity or talking to others about Fallout 3. However, since late November, the game has only been started once on my computer and that was when my girlfriend wanted to try the game. After a month of playing I had finished the MQ once and was going through with my second character. And I lost interest, lately I felt like playing it again but then I remember why I stopped originally.
The problem my friends, for me, is the character and choices.
Let me extrapolate here. Fallout 2 is a game that I've completed four or five times, each time with a diffrent character that has given me a diffrent experience. From smart and agile good to the same but evil to dumb character that solved everything with big booms and fists, that game gives you plenty of options in how to solve most quests. But the most important bit is not that there are literarily a dozen or so ways to go about the Vault City/Gecko questlines or that there are plenty of small quests to be found and completed if you scour the game in minituae. No, the important bit is that my first character maxed out speech, science and small arms and kept 80% or so in lockpick and unarmed. With that character I felt there were plenty of things I missed out on, I knew there was an elevator in the toxic caves I hadn't repaired, that the doctor in vault city wanted me to do something but that I lacked the Doctor skill required etc. etc. so in order to see everything I had to make another character, which in turn gave a totally diffrent playing experiences and suddenly I realized that this character was not smart enough to discuss the deeper points of the Gecko problem with the people in Vault City and because it lacked science and speech I missed out on plenty of background information. I created a third and tried to merge the two, but it just wasn't possible within the scope of the game without massive powerleveling. I had to make choices on what parts of the game I wanted to explore, because not taking certain skills or perks excluded you from parts of the game. It increased replayability. Not to mention that the diffrent ways of solving quests really did change the game ending, making it fun to see what happened to Broken Hills if I helped the racists guys instead of Marcus for example.
In Fallout 3, my first character ended up having 100 in small arms, speech, science, lockpick, medicine and repair aswell as 60-something explosives and 75-80 energy weapons and no skill below 40. I went between locations and picked them clean, nothing could stop me and there was no obstacle I couldn't subdue. Never did I feel that I had to sacrifice part of the game to see another, and in the end I had enough ammunition to supply your average african warlord and his band of militias for a year of constant fighting with enough stimpaks to put hospitals at awe. The challenge was gone. But most importantly, I felt that thanks to the ridiculous amount of maxed out skills I had there was nothing to stop me from seeing everything and doing everything.
I made a second character anyway and went out, hoping that blowing Megaton to smithereens would give me a few quests I hadn't gotten before... Not really, no. "Jolly good sport." Said Tenpenny and that was that. No sidequests to be had apart from the one involving Roy (that I could get without blowing Megaton up). Sure, I can no longer visit megaton. But then? All other quests go roughly the same way as before. Sure, now that I am evil I could check out Paradise Falls without letting my plasma rifle greet the residents first... Simply put, I have found a few odd bits and pieces around the game that I hadn't seen or noticed before. But the impact is gone. The quests resolve and that is that, almost no quest in Fallout 3 has a follow up in the same way that they had in Fallout 2 and no quest or choice taken impairs on my ability to get all other quests or see all other things. No longer am I forced to decide which of the four crime families I'd rather work for, but in Fallout 3 everyone gives me quests anyway. Nevermind that I have a regulator duster and am a friend of Riley's Rangers and the Brotherhood, the slavers of Paradise Falls still thought I was an ok Gal if I paid them some caps.
It is sad, because the first time around Fallout 3 was awesome! But replayability is low for those of us who "know how to play Fallout" or are just too curious for our own good. Couple this lack of choice and consequence with a completely non-sensical ending and you have an awesome game that sadly turns out to be quite mediocre on the re-run.