Fallout 4 is better than Skyrim in most ways although Skyrim's in game map was far better
Fallout 4 is better than Skyrim in most ways although Skyrim's in game map was far better
I think they both suffer from the same problems in quest design to the point of which one having more quests to suffer with doesn't really say something about it. Just comes to show Bethesda hasn't improved on much since Skyrim.
Which is a valid opinion, but for the many fans that view Bethesda games as a second life, or a home away from home, Fallout 4 feels like a relatively spacious bungalow in comparison to the towering mansion of Skyrim (and New Vegas IMO).
You'll get your moneys worth from Fallout 4, but it won't become your life as previous Bethesda games have (for me personally at least).
@CannibalClub, on 08 Jan 2016 - 6:57 PM, said:
"is your original post note, "radiant quests not included" for both games?
What does it looks like if they are included?
Does anyone really care?"
Wouldn't both of them technically have infinite quests?
Fallout 4 could definitely have used some more quests, especially side quests. Ones that are more than just simple fetch/talk quests. A unique reward, actual story, branching paths, more than one location, taking more than 5 minutes, etc. Assuming the Side Quests section from fallout wikia is correct (http://fallout.wikia.com/wiki/Fallout_4_quests) there are only about 12 side quests in Fallout 4 that really fit that bill. Doesn't help that 3 of the 4 factions you can join are always tied to the main quest and that there are only 3 towns.
Skyrim already had 15 Daedric quests that are basically fully fledged side quests. Then there's 7? (been a while since I've played) holds and 5 factions (counting Stormcloaks/Imperials as one) that you can always join regardless of main quest progress.
The only ones that I can think of are Cabbot and the Silver Shroud.
Interesting now they are 144 instead of 103 quests as mentioned in the original post. On reddit I got nearly cruzified as I mentioned I don't take any numbers of quests seriously until GECK is out. As we see the wiki has started to use FO4Edit for research. Makes sense.
I miss some Side Factions. We had already some Threads about joining Raiders or Gunner to make some extra Radiant Quests just for a bit more Variety, but this is only an Example. I mean what we have left? Except the 4 main Factions and Cabbot + Silver Shroud. I mean something were you can do somethign more as running one time from a to b and then you will never hear soemthing again. Like selling a Ghoul Kid or just brign him 200 Meters away to his Location. This Slavery Thing would be an Option too.
103 + 41 Radiant Quests, but we dont count every single repitive Radiant Quest. Makes no sense
True. You can add The Forbidden Legend, etc. to that list of medium-sized quests.
Thannkkk youuuuu, I can finalllyyy think straightttt. Sheffields a fool
I generally think TES gets more love from Bethesda. The quests are more diverse and they have multiple angles and they change feel half way through and stories progress. On Fallout 4 it's mainly just go to one location, no real trvelling, exploring or twists and turns and then just shoot someone or everyone. I DO enjoy that but, even Fallout 3 had better quests.
I also think there is less quests because they spent so much time building the world. You have to admit the level of detail and just how complicated downtown Boston is it's probably twice the size of Skyrim for time taken to create so, they had less time to make quests and we may well see larger DLC's making full use of the amazing world they created. would make sense. They could just keep on releasing DLC's for it on that map alonee for years until the next game and they'd still probably have plenty parts of the map and ideas they could do.
I hope they make many more DLC's this time and they are big.
(edit: I overlooked stuff in the Wiki)
Still not sure if this list is complete. It's clear that Skyrim is more complete bekause the CK is out. I make a judgement here only when I can look for myself in Geck.
quality > quantity by a BIG margin...radiant quests show that once again
One of the issues tough is that quests dont have mutually exclusive strings/endings - that svcks and i think its a missed opportunity...
I think with 20% more effot, you could have achieved 80% more result by nearly doubling the replayability
Ofcourse lets wait for the GECK. I dont know if you played Skyrim or not i just can compare my Experience here. Like Amount of Towns in Skyrim, Amount of unique NPC's/also Questgivers, Amount of Side Factions while Fallout 4 has non. In Skyrim i played all Guilds + their Radiant Quests. All the Daedric Quests. All Kill Contracts in each Region. All Jobs for the Jarls to become Thane. Stormcloak Quests, Imperial Quests. Then the you got atleast 4 or 5 Side Quests in each Town. Skyrim have 9 Towns and Fallout 4 just 3 (Diamond City, Good Neighbor and maybe Bunker Hill?)
Is it really so hard to beleive that Fallout has so much less Questcontent?
You know there are people who aren't big fans of fantasy games and are thinking that Skyrim is terrible repetitive so they didn't played it that much as Fallout games. It's a matter of personal taste .
And yes I like facts and not speculation. We had a lot (and still have) a lot of misinformation about FO3 and I remember the same threads about not the same amount of quests as xxx threads for Skyrim too (before the CK came out).
I don't think a detailed world and new/improved features like crafting need/should replace a good quest design. Quite the opposite. The quest design should make use of it.
Take Hitman for example. While the goal always remain the same in that game, If you investigate your environment carefully you will find different ways to create an "accident". Something like this could be applied for alternative ways to solve a quest. Someone how take a close look at his environment could find other ways to solve a problem.
Or crafting, could be used to build spare parts to repair something for example, or solve a quest a la MacGyver
I think here lies a huge potential to create complex, diverse and branching quests.
Beside this, there are locations in Fallout 4 like Easy City Down ( craft your own racing robot ) , Combat Zone or Quincey that that just wait for more Quest
Combat Zone - was disappointing to me. I expected something more as only cleaning it. Maybe a neutral Area to make bets on Fights or making even self some Fights?
Quincy - This could be City Number 4 in Fallout but even after clearing it, it stays still as Enemy Territory. Is there even an Quests for it? I mean Sturges and all coming from there
Gunners Plaza - some unique NPC's but i didnt found a Quest for it, i just cleared that Place for fun. Could be a easy Place for making a Side Faction but no
Forged Raider Group - a perfect Situation to join a Raider Group, but no
The Game has huge potential. Is there a Reason why Bethesda didnt do something more out of it?
I don't think they replaced good quest design ^^ we never had good quest design in Bethesda games in the first place
It's definitely something, they should've have worked on more
I think the exploring part replaced the quantity of the quests, which is a good thing...
grinding through hundreds of repetitive quests is something we should leave to the online MMOs
I'm really happy to see that the open world became a major part of Bethesda's games, as I love exploring more than anything in those games
but the quest design really isn't on a high level and needs an improvement in the future ^^ it's just that it isn't measurable with a number
I'd rather have 40 well written immersive quests, than the 100+ generic ones we get in Bethesda's games