Wouldn't you have been able to do that just as well with a more traditional implementation of the ruleset? Okay, given - every option is always open to me in Fallout 3; allowing me to decide what character I want to play. But if I'm sticking to such a high quality of roleplaying, then I have a specific character that I'm roleplaying - I'm picking options that apply to that character. The rest don't really matter beyond underlining the importance of the decision I did make. But if I had picked stats that represent that character to begin with, then the limiting factor of those attributes shouldn't matter, the way I see it.
ie, if I'm roleplaying a thoughtful intelligent character in FO3, then I'm going to have picked a high INT stat to represent that, and will generally be picking those options which apply to that sort of character. If having a high INT meant I ended up with a low STR, then that my low STR limited my options somewhat, it shouldn't matter - because I'm picking the INT-based roleplaying options anyway. If I wanted a character that had more options, I could have picked my stats to represent that (say, a higher STR for that character as opposed to some other Attribute. Maybe I'm very strong and smart, but not too charismatic, for example.) If I have a high INT, low STR, and then start roleplaying a smart, weak character. Picking the options during the game that would otherwise have been limited to a high STR character would be out of character anyway, regardless of whether or not I've always had that option all along.
If I'm roleplaying a character in FO3, then I'm limiting my options by virtue of making decisions relevant to that character - if I'm playing a weakling character, then it's out of character for me to be running around with a Missile Launcher and STR 3, even if the game does support that. Besides, in a more traditional RPG setup, the same quantity of options are still available to you, you simply have to pick the stats that properly represent that character.
If a player does hit an unexpected limitation due to the stats they picked, there are plenty of Bobbleheads out there, not to mention the Intense Training perks you can pick at every level up. That's what they're there for in the first place. Okay, there's lots of freedom in FO3 to be whoever you want - but I feel the same to be true in FO1/2 as well.
I feel the opposite, actually. I felt I actually had more options to define my style of play in the older Fallout games as opposed to Fallout 3. FO1/2 followed an overall design philosophy where every objective (or as many possible at least) is obtainable by as many different playstyles as possible. I'm not saying I don't see that on occasion in FO3, but not to the extent it was available in the older games. I actually felt that the mission structure of the older games was less linear in many ways - almost every objective had multiple solutions, and many could be completed to the satisfaction of opposing factions as well. (Like in Klamath in Fallout 2, I can refill what's-his-name's still or sell the location to his competition. I can even do both. I rarely saw much of that at all in FO3.)
You speak many true points, I was only trying to convey that in Fallout 1 and 2 the games had good structure but stats defined your character more then the actions you took in the game, in Fallout 3 your actions spoke more the stats...While SPECIAL in Fallout 3 isnt as imporatnt it still isnt a non-factor, a character with an endurance of 4 will only have an base Damage rating of 8 while on with an 9 will have one with an 18, so major SPECIAL stats arent completely unimportant, its only your associated skill, lets say melee, with a 40 just because you have a strength of 10 doesnt mean your going to kill everything in sight, the asscoiated skill has more impact then Strenght. While Strength still contributes to Melee skill, its stat determines more of what you could do, while Strength represents your carrying capacity, ie, just because my character is strong doesnt mean my character can cleave of with am arm with a katana, only his skill determines that.
While the origionals had great missions and storylines and offered a few ways to finish missions, I believe Fallout 3 offered more non-linear ways to finish missions, they didn't always offere varying outcomes, usually limited to three, a good, a bad, and a neutral, with varying degrees such as how you completed them or if you killed people, but there were hundreds of ways to advance individual aspects of each mission. In my 500 hours of playing Fallout 3 I'm not sure if I ever completely a mission the same and I would wonder if many even did the same as I did, while in Fallout 1 it always felt, no matter which way I did it, that I always ended up following the same route to complete an objective.
And, this is largely because Fallout 3 offered a more immersive, interactive world (because of the perspective of first person and Bethesdas hugely detailed game-world) that there were more individual ways to expand my character, such as just wandering the wastes in a Regulator outfit with a sniper rifle, or holeing up in Oasis and being its holy defender, I just felt there are more gameplay-wise RPG elements, I acknowledge this because Fallout 1 and 2 lacked a set game-world, ie, as most situations were developed through random-encounters and only the games high=profile areas like the GLOw, settlements, etc offered a set design possibilites, I mean this by if you wanted to develope a RPG character it was limited to what Random Encounters you found in the wastes while Fallout 3 had a set gameworld, where if you wanted to Roleplay you simply didn't enter areas that were relevant to a character or as they were set enviorments I did them in ways that my roleplaying allowed.
The orgionals were increbidely addictive and fun with gret worlds (and Larger then Fallout 3) its only the didnt offere as many set, areas where you knew how to roleplay, it always seemed i was always just playing as a Power-armored soldier while in Fallout 3 I could do anything in any outfit because I knew that by my characters actions I could get through an area according to my players personality.
While the orgionals were great for character roleplaying, there technical limitations didn't allow a game-world roleplaying enviorment. In a turn-based, isometeric game-world this style of game design fit perfectly but in a FP, highly detailed, set gameworld your personal choices and your characters personality determine your roleplaying more then statisticas.
Is this a better system then Fallout 1 and 2, no, it is not, but stat based characters cant work in a hybrid FPS Turn-based game that Fallout 3 is, how the individual player plays determines the game not stats, its how it has to be because having stats determnine your character in this kind of game cant work.
Do I want the SPECIALs to determine more of your character, yes, but they already contribute alot to a system where STATS, SPECIAL, and the player ability to play the game and customize there character has to create balance.
The old games are what they are, some of the best games ever developed, there were better games in there day, but none provided more fun when playing and the same holds true to Fallout 3 now. Its just having Stats determine your characvter is the only way to have made a Turn-based game work, while its almost impossible to have Fallout 3, were how you play the game determines your time with it instead of the ways in which determine stats. In fallout 3 you can beat the game with vey poor stats and no perks on a low level (Although its very hard) while you cnat do this in the origionals because how the design of the game, Stats in Fallout 3 aren't what determine how you play, but they certainly personalize your character and make the game much more fun and convinent to play.
In conclusion I'm just saying that in Fallout 3 how you play instead of your characters sats determine the game while the origionals aere the opposite.
I love all of them, and they all fit into the franchise, but its not possible that aspects of one game that is completely different in design and gameplay to influence another, Bethesda di the best the could to bring Fallout to an gaming world that no-longer has isometerinc, Turn-based games. Even Final Fantasy, the most popular RPG seris of all time is barely turn-based anymore, its a dieing breed. With how the game-market is today Fallout 3 is in my opinion the best kind of RPG well find. It might not capture the SPECIAL system of the Past but it certainly fits the setting, style, and character of the old games, its only trying to compare the two systems is trivial as its simply not feasable to implement a stat-based system in a game such as Fallout 3, and with the huge upswing in Fallout popularity after its release I am happy it is a succesor to the Fallout name.