+1 I'm not saying FNV was horrible, but I did feel like I had much less impact that I wanted to have, and less than I felt I had than in F3
Depends on what you mean by "impact," I guess. The plot in FO3 was more weighty, to be sure. Like most Bethesda games it involves huge, epic set pieces and giant robots (lol Daggerfall), so your character has a large impact on the world, I guess. How about the player, though? As the player I want
my decisions to affect things. This is what New Vegas has in spades (get it?) and Fallout 3 lacked almost completely. Ok, NV doesn't have this quite in the way I'd like it to either, but it's an improvement on Bethesda's formula from their last 2 games. I've played way too many games that do little more than give you a chance to shoot some guys and tell you a linear story in-between. I want more games that let me make decisions that have an effect that's different every time I play. It seems like Bethesda has given up on that in favor of creating the illusion of freedom while secretly leading you down the same type of linear path that every other games does. :shrug:
I don't agree. I've found multiple ways to end many different quests. Then of course you've got the four different paths for the main campaign and then some of those quests have multiple endings as well.
The thing is is that most of the consequences of your actions don't appear until the ending slideshow.
What game are we talking about here? If we're talking about Oblivion and FO3 (which is what I was talking about) I'll agree that there were multiple ways to complete some quests, but what did that actually do? I mean, outside of little gee-whiz moments like people incessantly calling you "the hero of Kvatch" and things like that.