Gauda wrote:Well, which game doesn't have boring moments? It's kind of weird to criticize a game for not being perfect.
I'm not criticizing it for not being perfect, that would be stupid of me wouldn't it? But you know that, which is why you try and paint me into that corner, rhetorically. Shame on you. When I said it was boring I gave specific reasons: 1) Quests make you fight through aeylid-ruin-like dungeon crawls and give you primarily ammo or caps (which you use to buy more ammo) and the same trash (literally), over and over. 2) No one to interact with. 3) No factions (Beyond the generic "good" and "evil").
*mild spoilers*
Most claims here are dead wrong. The very quest you mentioned does branch: you can do several things after you head to the town on the destroyed bridge (the name escapes me at the moment). You can steal, lie, kill or be the vigilant hero.
That's flat-out wrong, and the place is called Arefu. I'm glad you mention it, because it gets cited as one of *the* best side quest in this game, so let's look at it in more depth (some spoilers, but it's practically a starter-quest, not central to plot, no biggie):
You get sent there by a girl in your starting town (She just says "I have a problem" and you say "I'll help!"). You arrive and you have a choice of either a) Helping the settlers (All three of them in Arefu, because that's how few NPCs there are) b) Helping the "bad" guys c) Not doing anything but breaking into homes and looting their stuff to have more bullets to fire at random encounters. Note that option c) is the mental equivalent of turning the game off and watching TV. So you pick option a), because it seems the most fun and here's how that quest goes:
1. Help me? Cool, go look in those shacks and see if everyone is OK!
solution: Walk 10 paces, open 2 doors, note simultaneously that "everyone" is OK and that all
three of them have nothing else to say to you now or every again. Open third door and see two corpses: not OK dude. Click on one to verify not-OK-ness, get a seeming CSI style forensic clue that you think will be important later in a whodunnit but will actually be nothing but one additional line of exposition. Go back and tell quest-giver that a couple folks aren't OK.
2. Find them and defeat them!
Solution: You are given three map coordinates nearby, you have merely to explore them to determine where the bad guys are and then deal with them. However since you have played this game a bit, you know they will be in the endless metro system of copy-paste doom, along a circuitous route of cunningly placed underground rubble. Skip the 2 random fight encounters at the other sites (or go for the ammo caches there, your choice) and proceed through the "maze" which willl never branch more than once a floor.
You find the bad guys, and in a predictable twist, they possibly aren't bad. So now you have your big "branch": Kill them or persuade them, which I argue is no branch at all, just a choice of 2 outcomes. You choose "persuade" and they go along like idiots with everything you say, a dialogue with one character that lasts maybe 3-4 lines. I should mention that there are 5 bad guys, but again, only the leader interacts with you, and does anything to advance the quest, so those 4 others are just there to establish his bona fides as "leader", and as window dressing.
There's a kid there you have been sent to find originally, by his sister in the starter town, and her letter will essentially "solve" the whole problem of this quest chain for you if you mention it in conversation, which is lazy writing in the extreme.
3. (or)Talk to bad guys.
So you have that conversation with the leader, and then the kid (who is 20 feet away), and that's it, quest over. You go back to Arefu and tell them they are safe, and get a reward. You will never get another quest to or from that place (I haven't, after 50 hours and 80 locations). The "bad guys" will give you a reward when you go back, but again: No followup, no quest. One of them reveals himself to be a vendor, and will trade with you now. Buy more ammo or watch TV?
The girl who sent you from your starter town to that one-quest joke? Oh yeah, she doesn't talk to you beyond "Nice Day!" after you do all that for her bro. And, goes without saying, no quest followups.
Lazy. Farking. Writing.
You say some other stuff like
Almost every quest has follow-up jobs
Which is patently untrue, and I challenge you to back this up with examples (plural). Outside of the main plotline, almost
nothing has a followup quest. In fact, one of the few people with a follow-up quest chain is the starter quest-giver Moira in Megaton, a town which 70% of gamers will blow up right off the bat.
some citations:
Sheriff: One quest, says "hey" to you forever afterwards.
Walter: One quest, after which he becomes a buyer of scrap metal, which I do not consider a "quest".
Girl who's brother has gone missing: Yeah, we covered that.
Leo Stahl: One "quest", which is to get him to stop using drugs, which you just do by talking to him once.
Leo Stahl's family: Will not reward you for fixing his addiction, or even acknowledge it has happened.
Maggie: Will tell you how to steal from her dad in a dialogue. Nothing else.
And it goes on and on...
That's just megaton, I could do the same in Rivet City, Canturbury Commons, etc...
If it isn't on the main quest chain/plot line it gets no attention from these devs.
Compare that to an area called The Den in FO2, and here I'll just link to a walkthrough:
Fallout 2 Walkthrough
compare that to the quest chain I just described, where the area (a side-trip from the plot, mainly) has 11 quests, one of which offers you 10 ways to arrive at a viable resolution-- and you'll see that there is just no comparison in scripting, branches, skill checks, everything.
FO3 = FO Oblivion with a few more side quests and a bit more writing, which just nudges it into the elementary school-level of problem solving skillset.