I think the main difference between You and I, is that while we both loved F1 and 2, it was for totally different reasons. You say the developers couldn't grasp why people liked the original Fallouts, but then you're generalizing.
I did not mean to imply that they could not grasp why folks like the game... I said that they seemed not to realize the importance of the isometric feature and assumed that an over the shoulder view would suffice ~and so the game they built has no need for it as its use is unsupported.
What grabbed me in the originals, was mostly the setting and style. By style, I mean the grim and dark setting with a healthy dose of dark humor. It was good to finally see an RPG that didn't take place in some fantasy Happyland with prancing ponies and elves.
F3 delivered quite well in this area, so I'm satisfied.
As has been said many times, Its known that the artists thought that retro fifties "might look cool", and that it was not in the design originally ~A protoype that shipped on the game CD shows it looking like http://www.youtube.com/watch?v=qfOVLdmEHkg&feature=channel_page even...
Based on your signature, you probably liked the originals more for their gameplay mechanics (turn based, strict S.P.E.C.I.A.L., isometric view, etc.) wich are very different from F3's. It's a matter of personal preference, but to tell the truth, if the game played like that, I wouldn't have bought it.
Its not personal preference (except for the series gameplay itself); One plays Mario if one like platformers, plays Quake if one like a good shooter, plays Homeworld if one likes a good Space RTS... Plays Fallout if one likes a good Turn based topdown classic RPG (http://i271.photobucket.com/albums/jj125/Gizmojunk/f2advert.jpg) ~or at least that's how it was before Fallout 3
; Now its "Plays Fallout if one likes a Franken-Shooter / RPG with Vampires and toilet drinking, teddy bear gunz & mini nukes" ~Oh my.
Perhaps he was right in a way, but definately wrong in an other. While the sluggish game speed did allow more time to ponder your course of action, it killed other viable strategies like rushes, hit and run attacks, etc.
The principle applies to real time/turn based. While in turn based, you may have time to execute each manouver precisely, you lose other combat aspects that come fither real time.
TB is more than that... Imagine a game like Streetfighter, but with an
unlimited number of unique attacks and combos available to each player. Do you think that a player could (or would) ever exploit the rich options if the game played out in real time? Such a game would have to be turnbased.
What about playing a Bruce Lee style character with say... 75 attacks available (down a bit from the game listed above...). Your Martial Artist knows instinctively which attack to use for the given situation, but you [the player] do not; Would the game work if you had to evaluate from 75 different optional attacks? Again a Turn based game is the solution. ~What of a super hero like the
FLASH!, who attacks at supersonic speeds... The only way for a human player to "realistically" control The
Flash!, is to pause, or slow the action down to a snails pace, and have the
Flash! move at a "normal" speed that the player can perceive, or make it turn based, where the player picks his actions and then sees the results. TB games use Turns to good advantage by allowing players to play at something they cannot do in real time or that requires decisions they cannot make in realtime; or that (often) demands that the player understand the effects of a given action before making his next move. Games like Call of duty do not need to be turn based, but Chess certainly does, and so does Fallout. I did enjoy it for the gameplay ~Its not called a game for nuthin'; Gameplay ALWAYS makes the game.
Part of the fun was surviving a fight with impossible odds due to your own personal choices during your turn. Keeping your NPC's alive where they'd surely die on their own. In Fallout 1 & 2 it was very possible to get killed by one single attack from an enemy (and there might be four or five of them); Try fighting 4 super mutants armed with miniguns and rockets when each one can kill you during their turn and the game takes a decidedly different "turn".
Fallout 3 cannot compare ~It only surpasses its predecessors in the area of visual effects and landscaping.
Yes, those 4 or 5 heads were rather refreshing to see after all that unvoiced dialogue...But I fail to see what was so ingenious about them. Especially since F3 has people like Liam Neeson and Malcolm Mcdowell as voice talents.
There were 21 heads, and unvoiced dialog still to this day has more potential and mutability than Voiced. The voices
should be just for principle characters, because with them is a shift in gameplay, but with the rest of the entire population of NPC's its just fluff and sometimes distraction.
Neeson & McDowell should have been cut and the funds spent on design & testing. The games would be exactly the same without them, except that there would have been more budget to spread around ~They could have hired 5 actors to play those parts and more, for the money they spent paying the two that they barely used ~Just as they barely used Patrick Stewart.