I get that a lot of you guys who are classic fans adore the lore of this game but I mean seriously why the hell do so many of you put beth down for their writing. I for one actually really enjoyed the games writing and design and imagination that went into it.
I enjoyed the BOS and the enclave. Just because it was not exact lore does not mean it's an utter disgrace. I am sorry to say this but I really don't think that NV writing was any better than FO3's.
I for one prefer FO3.
If it was not thanks to beth you guys would not even get the chance to play fallout again, Unless you want to play FO 1,2 with it's graphics :/.
This is not to say any argument's against Fallout 3's writing isn't valid, but remember that some nostalgia is likely involved in most of the classic fans' love for Fallout 1, 2, and the other Fallout games before Fallout 3's time-if they liked those at all. By no means is it the only factor, but it certainly has a bit of influence. I'm guessing you've had SOME experience where you miss something or love something that much more because of memories involving it? I, for example, moved from my birth state when I was fairly young-about fifth grade. Even now I am sort of reminiscent about it, I probably slightly idealize it mentally-and I recognize the fact it's unreasonable, but I'm a bit nostalgic...reason doesn't have anything to do with it. Though, FO1 and FO2, from what I know and have heard, IS a very good game. And writing wise (again, from what I know and hear) is far better than FO3's. There's plenty of reason to complain about the degraded status in that regard.
But I noticed how you discussed graphics, there-and you really shouldn't suggest FO1 or FO2 is bad/worse for its graphics. Graphics are not the most important thing in the world. Now, environment and detail put into it is important-and thus to an extent so are graphics(plus, I'm pretty sure everyone would agree it's more fun to look at pretty/cool things than total eyesores). The Bioshock series would be the best example I can think of, at this moment, as it makes use of its concepts and puts crap loads of details into every situation you're in visually. However, it is NOT the MOST important thing to a game-gameplay mechanics, writing, etc. etc. play a huge part too. Which is another reason why complaining about a game's poor writing is entirely fair and valid. (And note, I'm a FO3 fan myself, so I don't say this out of spite or hate)
I'm aware you agreed to some extent with people who replied later into this thread, but I wanted to put my own two cents in response to the beginning post.
The problem wasn't that the Brotherhood and Enclave were in the game, it's how they were in the game. That is to say, there was no thought given to why they were in the game. This is symptomatic of the bigger problem, really: The world of Fallout 3 simply did not make sense. It was inherently contradictory.
Clean water was ultrarare, yet people could apparently subsist by begging it. Clean water was ultrarare, yet your first house came with a free robot that could give you five bottles of purified water per day. Tenpenny tower is a settlement of rich people with no means of support. Megaton is a settlement built of scrap metal around a live atomic bomb when there's perfectly livable town nearby.
Burke wants you to blow up the Megaton bomb without even making sure you won't turn him in. Meanwhile, Lucas Simms apparently has a magic karma detector, because he comments on how good or bad you "seem" (read: karma) immediately.
The Enclave not being able to mass purify water when they've got high tech energy weapons and power armor is just another symptom of Bethesda's poor worldbuilding.
It's not an isolated thing here. It's woven throughout the entire game of Fallout 3.
While they did explain to an extent how they got there(ignoring the Enclave), I do agree with you-at least partially. There's some definite contradictions to the canon of the whole Fallout universe in general, as well as
hideously obnoxious plot conveniences following the trope of http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeLogic or worse-where it's just blatantly obvious from the moment it occurs.
Spoiler Such as how you couldn't go through the door to shoot Colonel Autumn (and anyone with him, if there was any(can't remember for sure)) when he killed the other girl and was threatening your dad. Even if it was locked, I'm guessing the glass/material could be broken(I never heard it stated otherwise). And that's really a pretty poor example.
And as you said, it lacks depth-even though they typically explain things, it's not in the detail that would rank the writing as good or amazing.
I actually didn't totally hate the writing-it's better than some other games of seen, for sure. And it is VASTLY better than Oblivion-which gave you no real options, was completely black and white in all ways in everything I saw, and would do that annoying thing where no matter what you said you'd get the same frickin' result. If, on writing, I can credit Bethesda for nothing else, I can give it props for improving greatly from its previous game.
Parts of the Fallout 3 story were actually GOOD! I -loved- the having a family part. Dad and me, finishing the work my mother lived and died for? That's pretty heavy [censored]. It has all the MAKINGS of a perfectly SOUND and ENJOYABLE storytelling experience. Had it been done right, folks might be saying:
"And really, just the coolest part, is that you start this game off being BORN... and throughout the rest of the first part of the game, you and Dad find yourselves fleeing the vault in an attempt to finish what your mother and father started twenty years ago (or more, most likely.)
Where it goes wrong, is its implementation.
Why? Because in the grand scheme of things that Bethesda needed to get done... writing an engrossing story probably ranks right in there above lunch breaks, trips to the bathroom, and changing the paper towel dispenser.
So in defense: Bethesda isn't doing anything that the rest of the market is going to be doing soon enough... they're caving in to the pressures of the market... and right now, the market is ripe for FLASHY, WATERED-DOWN games which cater to the greatest common denominator.
What that means is, rather than getting a quality game... we get a game which overstretches itself in too many directions to truly do any one of them justice.
It's no excuse.
But it is the sad truth about the gaming industry.
I completely agree that the concept was awesome-having a family made a more firm identity to the character and some sort of previous involvement in the world. You weren't some random character coming form no where in particular, you have a background and relationships. And I agree that, overall, the masses look toward pretty graphics and special effects more than decent writing. There's a lot of trash in the media that really doesn't own any particular quality of its own-but still gets a lot of popularity. On the matter of the whole start of the game and family situation, I personally think they could have made use of that more or gone into detail more with it. It might have made characters more likable and developed, which is a big deal-in my opinion.