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Guest
Guest
1.Big Fights-
I mean fights with 2 big parties fighting each other, like in FO2 when Modoc attacked the ghost farm or in Fallout1 when the player and the hub-police attacked Decker.
When playing FO2 I always waited for a fight between 2 new reno families.
2.The possibility to follow a chosen way for a longer time.
For example attacking Raiders together with the NCRanger after becoming one of them. It's always the same: When you become a made man of gang there'll be no more jobs for you, when you become sheriff in redding, there'll be nothing to do there.
3.The possibility to be evil
The problem is that most of the quests offered to the player are good-quests, which cannot even be solved in an evil way. So the player can choose between doing something good or nothing at all, and by that the player is somehow forced to be good, if he wants to enjoy the game.
I mean fights with 2 big parties fighting each other, like in FO2 when Modoc attacked the ghost farm or in Fallout1 when the player and the hub-police attacked Decker.
When playing FO2 I always waited for a fight between 2 new reno families.
2.The possibility to follow a chosen way for a longer time.
For example attacking Raiders together with the NCRanger after becoming one of them. It's always the same: When you become a made man of gang there'll be no more jobs for you, when you become sheriff in redding, there'll be nothing to do there.
3.The possibility to be evil
The problem is that most of the quests offered to the player are good-quests, which cannot even be solved in an evil way. So the player can choose between doing something good or nothing at all, and by that the player is somehow forced to be good, if he wants to enjoy the game.