Mostly avoiding the more populated locations of Fallout 3, scrounging for scrap and generally getting by with the things I scavenged, provided the sort of experience I find most appealing in a post-apocalyptic scenario. It was only after putting restrictions on myself and avoiding the attempts of the developers to make me play the game their way, that I got there. And isn't that weird?
- Have you ever taken a similar approach as I did, traveling directly into the Wasteland or D.C., avoiding the main quest altogether?
- What do you think of the design decision to railroad the player to civilization (Megaton) after leaving Vault 101?
- What is your opinion on fast-travel in the Fallout franchise?
It's not that weird at all.
With respect to the first question, I would say that I've always operated with the assumption that this is the way that FO3 is meant to be played. I just re-installed FO3 earlier this year after the game's initial release and it was just as fun as I remembered, except for the main quests and how it sidetracks character development and kind of falsely guides the gameplay leaving more to be desired (not knocking the main quest, it's still fun regardless imho). It was always a question of immersion (i.e. doing what I "want" to do) versus doing the playthrough of quests linearly, that is to say, at the compromise of what could be an isolated storyline for a single character. I mean, that isn't to say that the quests are bad or poorly written (being one of those people who enjoys FO3 and enjoys the quests), because one can make it tie in with a storyline regardless, but ignoring the main questline and just wandering the D.C. Wasteland in favour of a personal story arc is probably the most fun way to play, given all there is to explore, catching quests as you please. There's always options to expand or build characters this way and get a good run of the game without even bothering with the main quest/s, imho.
I'm pretty sure they have mods for roleplay and alternate starting points now which get rid of the tutorial altogether, like they have for New Vegas. It would be really neat if this concept was expanded upon more deeply. This seems like something which could renkindle an appreciation for a game such as FO3's proportions.
Which basically makes the case for one wanting more out of a game in which there is already such a diverse world and storyline for, that it seems redundant to point out the obvious and say that 'such and such design is flawed', I just think it requires a certain level of sophistication to get a good flow of gameplay going, like with writing a story. Like if they hadn't added Megaton as a retreat from Vault 101 it could have expanded the story elements and left it feeling more open-ended, but on the same token could leave you feeling like a helpless person in the wastes or like you're meant to automatically become some super soldier wasteland dude, which it kinda already does. I think besides being a good asset and intro town to a third game, Megaton is conceptually interesting and guides the player into an unknown, with the Springvale School nearby being a good asset for anyone wanting to get their hands dirty.
Fast-travel is useful in my opinion for situations like basic laziness, which I sometimes suffer from. I feel that an over-reliance on fast-travel mechanics does lead to missing a lot of content however, so I try not to overuse it, or only when it seems applicable.
There's still a lot that I have to discover, but these are the musings of a person who is simply interested in exploration while gaming and discovering as you go versus a play to achieve approach. Hell, I didn't even play F:NV for the first time until earlier this year, and so far it's been pretty great. There's new things I find in game all the time. Even though F:NV has probably become my favourite in terms of design/atmosphere and lore, Fo3 is pretty fun to revisit every now and then.