the hacking ended up just being a guessing game and on harder terminals I would be stuck there for ages logging in and out to work out which it was
There's an easy approach to hacking that takes all challenge out of pretty much any difficulty of console. Problem is that it requires that you write down all options, anolyze them to find out which one has the most in common with all the other options, and then when you click it, you can potentially eliminate a ton of options if it's failing. Then out of the remaining options, again pick the one which has the most letters in common with the other options, and again eliminate the impossible options. At this point there's probably only 1 or 2 options left. Click the one with the most common denominators again and if necessary, search for dud removals / retries in the console output.
It takes a while to do this by hand but you can also find online hacking tools or even an offline spreadsheet at the FO3nexus. By then you simply have to write down all the options in whatever tool you're using and then it will do the boring word anolysis work.
Still feels rather more like a chore than as a funny part of a game, at least to me. Haven't tried failing one yet, it simply takes an annoying amount of time. Same thing with lockpicking, truth be told. Much faster game but still guaranteed success. I've got some 60+ pins at this point in the game and usually they don't break. At this point, my character has hacked 43 computers and picked 145 locks and none of it was all that challenging. VH locks are annoying as they push your pin out of position and require insane angle accuracy, but it's still just a matter of patient probing and careful attention to pin angle. A good mouse isn't hurting either.
Fallout is considered a RPG game only because you take the role of a wander in the wastelands. But truly Fallout 3 and New Vegas take on the role of almost all geners of games.
Puzzler- Minigames like lockpicking, Poker, Hacking, etc.
Adventure- Giant area to explore and learn new things
Action- Fighting with wepons and lots of death
Strategy- Go about how you assualt an area however you want
RPG- Join the role of a person after the bombs fell
Pardon me for being blunt, but IMHO you're grasping a bit. A puzzle game is one where the player constantly has to solve puzzles. A few simple minigames repeated ad nauseam does not turn a game into a puzzler.
An adventure game is indeed about exploration but it's also about living through a fairly predetermined adventure. The developer tells a story and you have to pick the right options to live through to the end of said story.
Action games have a focus on presenting a lot of player-controlled action with possibly very little regard for player options or story telling. The important part tends to be some form of combat. Any game where 90% of your time is spent killing something that isn't you through personal controntations can reasonably be said to be action games. That's the complaint some people have against Neverwinter Nights, for instance. You simply run around, kill hordes of monsters, and every now and again there's a quest item that you need to bring to the right NPC, but beyond that you're really just running about, killing stuff.
A strategy game is one that focuses on your decision of what approach to take to destroy the enemy. Fliers or tanks or light infantry or a mix, and if so, what kind of mix? What targets will you attack? Rush early or go in with overwhelming force later?
RPGs are about pretending to be your player character. About defining who said character is and then acting accordingly. Is he a thug? Is he a bit psychopathic? Is he overly empathetic to the plight of others, to the point where he's downright gullible? Does he prefer controntations up front and personal or at a distance, through a good scope? Does size matter, or is it how you use what you have rather than how large what you have is? Are mines a useful tool to take out enemies or are they an immoral tool of total war that has spilled so much innocent blood that only a complete ass would consider using them for anything other than blowing people's pants off?
Questions galore and all somewhat relevant to determine what kind of person your character happens to be. What connects the player and the PC isn't that the player is doing some of the PC's tasks, it's that the PC is getting to pretend to be the PC within the context of the RPG. It's not that you get to do more stuff for the PC, it's that you get to be the PC altogether. You doing stuff for the PC actually ruins this immersion because you're supposed to see the PC as yourself. You and the PC are supposed to be one. It sounds silly, I know, but it's fairly addictive in practice.
There was recently a somewhat harsly worded "what is your faction" poll topic on FO3 general. The role-play is what provided that tone. The "enclaver bastards" in that topic were pretending to be actual post-war "patriots" whereas the other side was generally pretending to be post-war wastelanders with enough historical education to see through Eden's and Autumn's rhetoric and desire more than the Enclave offered. In other words, normal people like you and me having a fun time pretending to be someone we're really not, working from the perspective of our given roles rather than from the perspective of ourselves as individuals. That's roleplaying and a game that supports that sort of immersion is a roleplaying game.