Sander said:
Per said:
* Clear division between main quest and side quests.
Fallout had this as much as the Arcanum, perhaps less so than Planescape, though.
In Fallout and Wasteland, you can win the game and not know that's what you were actually doing. There aren't people that go, "I can help you accomplish this next objective, but in order for this to happen you must..." The closest you get to that is if you return to the Overseer to ask why the game isn't over yet. In Torment, you
have to sit through long dialogues on poor fucking Ravel or whatever. I don't remember Arcanum all too well, but you are probably right it's much closer to Fallout. You
can go directly to the Void by attacking Nasrudin instead of sitting through his cutscene, though you have to jump through a fair number of hoops to get there in the first place (find Bates, go to the Isle of Despair, straighten out the dwarven king, ally with one of the elf tribes, find that tomb, etc.), and also if you do that you can't also visit Vendigroth, can you? I don't remember - can you assault Tulla and just kill everyone there instead of talking to any of them?
Sander said:
Per said:
* NPC focus and subquests.
Subquests? You mean Fallout didn't have those, or that Arcanum and Planescape didn't have those? Because I don't see either one of those scenarios.
This is the least important point, but anyway, in Torment you have a shared background with several of the NPCs, they have long stories they like to tell you, some things you do piss them off, Morte gets kidnapped, and so on. There's probably much less of this in Arcanum, though I seem to remember my brother had problems keeping that dwarf who's looking for his ancestors in the party. And there's über-annoyance Virgil, although you don't have to take him. In Fallout NPCs were a late addition so it's not surprising they don't say or do much, but it was pretty much the same in Fallout 2. They blend into the background because it's not supposed to be about them. (Although NPC detail and interaction is not bad in itself, but it can be annoying when forced upon you, as in, I don't know, KotOR 2.)
Sander said:
Planescape and especially Arcanum do this as well, though to a limit.
They're more like a game where the GM has prepared a story, this is what we're going to play, this is what's going to happen (even if the player(s) don't necessarily know the extent to which they're being herded, which may or may not matter to them in the end), while Fallout is more like a game where the GM has a list of defining themes and key points but then it can take any shape within those parameters.