Part 1: Being able to admit a mistake is not a sign of weakness. Obviously "90% cribbed" isn't a fair assessment - just say so.
You're starting to wear on my nerves, lad. I've already stated that
yes, I was exaggerating and
yes, my point still remains the same.
Part 2: I'm ignoring your points? Puh-leese - this from "Why do you like the writing? Oh well I'm totally going to ignore your response and then claim that you're the one ignoring me". Anyways, New Reno? Yes - lots of quests, a huge amount of variety in results, all tied together. I agree, this series of quests was brilliantly done - not particularly well suited to the FO2 universe (Mafioso with Lazzors!!!!) - but a great enough series of quests to make New Reno seem acceptable in the FO2 world. You'll note that I tried to address your point by listing out some of the deeper quests in FO3. That's a direct reply to what you stated - that's me addressing your point on New Reno's Quest depth. I'm not going to argue that New Reno's questlines weren't well done, or aren't deep and nuanced. Because that would be lying.
By definition that was an
indirect reply and on the defensive for Fallout 3. It hasn't been until just now that you addressed the New Reno depth. I'll agree with you that it's a bit ludicrous for the environment but we were talking about depth not believability or relevence, no? As for your first statement, what exactly have I not responded to you about? Let's just get that out of the way right now so you can let it rest already. Man alive, I'd absolutely hate to go to a movie and dinner with you...I fear your voice raising in your head as you type.
Part 3: Moira's quests aren't "fetch" quests. They are a bit of advanced tutorial and a bit of introuductory tour guiding - but they most certainly are not "fetch". They do quite a lot to introduce various game mechanics - and they have multiple solution paths. Set 1: Irradiate yourself is not "fetch" - the other two can be considered "fetch" under a fairly wide definition of fetch (which would essentially cover most of New Reno's quests). Set 2: Kill 'n' rats isn't fetch, but it isn't original (although it is pretty funny from a meta perspective), cripple yourself is definitely not "fetch", the other one can be considered...you know. Set 3: Arlington and Robco are very "fetch" like, but calling Rivet City history quest "fetch" is a bit of a stretch.
I already stated that the reasons for her quests were well-designed because they got you to explore and yes, introduce game mechanics. However, yes they are all basically fetch quests. Some deeper and more interesting than others. I actually thought it was cool how some of them gave you a perk at the end. Not everything I say is a critique, sometimes it's just stating the same thing you are but without the sugar-coating you like to apply.
For me, the ultimate Fallout game would be one with FO1 social and mechanics complexity with FO3s graphics.
Once again an unlikely pair comes to a perfect agreement. :hehe:
Believe we were talking about depth, not coherence in the game world (although FO3 has some of those problems as well). The New Reno setting may be out of place, but by itself the city is well designed.
Yes. In fact it is this very depth in game design which saved the game for many people who didn't quite fall in love with the added silliness or canon-molesting.
Part of the argument was whether depth overcomes coherence, and I infer that it's a matter of taste. In my case, the New Reno series of quests, although somewhat ot of line with the gameworld, is acceptable because it is well designed regardless. I might come down the other way for other parts of the game.
Agreed again.