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45. Re: Steam Top 10 Aug 13, 2012, 20:27 StingingVelvet
 
ItBurn wrote on Aug 13, 2012, 14:19:
But it's just true(to me). In FO3, I did exactly what I wanted all the time. In New Vegas, I constantly had to compromise and there were some really shitty mechanics. Like, I wanted to kill a scientist at the bottom of a dungeon. This would allow me to finish the quest the way I wanted to. If I did that tho, I would lose reputation with a faction, even tho NOONE else was there and I was undetected, making this course of action impossible. There were a ton of other examples like that. You must finish the mission in one of two very rigid ways, none of which were what I wanted to do.

Quest example from FO3: Guy asks you to find x amount of keys to open a secret vault with lots of loot. He doesn't want to tell you where it is. Let's forget the lengthy part where you get the keys. You get all the keys, then you can figure out yourself where it is if you have the skills, if not, you can give him the keys, and follow him there, or give him the keys, then learn of where it is and go there to share the loot, or find out another way where the place is, or even kill the guy, or finally, the way I did it, give him the keys, learn where the vault is, then pickpocket the keys back and leave. None of this would break the quest and the guy would always react accordingly.

The FO3 quest you mention is one of very few like that. New Vegas has soooooooo many more quests with multiple paths and results that I am literally baffled you think otherwise. Judging from your first paragraph I am wondering if perhaps you just disliked the consequences to your decisions that New Vegas doled out. Consequences to your choices, like upsetting a faction, is what RPGs are all about IMO.

Skyrim actually introduces a minor bit of that with the civil war and some random quests, plus Danwguard has it with the vamps versus the hunters. It's nowhere near New Vegas quality but it was nice to see from Bethesda.
 
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