» Tue Feb 01, 2011 8:26 pm
Lack of choices and consequences. I can't name a single situation where you either have to consider your choice between two or more options, or anything you choose impacting future events in any kind. Usually you do the same quests in different order, and choices you make affect only the outcome of the quest in hand, if even that. At least in Daggerfall you had to choose which one order and temple to join, not that it had a huge difference.
Bioware games succeed in this, as well as The Witcher. They make you stop and THINK. In Gothic 3 the main story splits far before the end, and your choice dictates your end game goal. I think Fables do this consequence thing too, but from what I understand it's overdone. (whole landscapes mutating according to your actions or something silly)
In FO3 blowing up a town wasn't really what I consider a choice. It made no sense to do, unless your understaning of good/evil was on a child's level and you were 'roleplaying' an evil person. (in real life there are no evil or good, just opposing viewpoints, and people usually tell themselves that they are doing the right thing)
Sure, I blew it up only to see the mushroom cloud, but loaded afterwards. It served no goals ingame iirc. The consequences should come later on, and be hard to predict presicely, like in real life. You choose between things, and might only later on learn of the facts behind the situation, which would have affected your choice IF you had known them the time you DID choose. Then you just live with it, instead of hitting the relaod button. You can read more on that from the Daggerfall manual preword, and I urge Bethesda developers to check it out again.
Hope you understand what I'm saying. Computer Roleplaying and the storylines must go deep. Brainless and CRPG don't mix.