so a choice like blowing up megaton, even though you start the game in megaton, if it was a brian fargo game, would the option to blow it up be typically saved for a late game quest? i mean deciding to nuke a town is kinda a big evil act...
I think nuking Megaton, if it was going to happen, ought to have been reserved for a climactic narrative event. It should be the culmination of working for Mr. Tenpenny, not the very first thing he asks you to do.
I mean, look at the potential nuclear explosions in each Fallout game:
Fo1: The nuclear bomb (that the Master was afraid of) is detonated after the Master is defeated (either you pop it or he does).
Fo2: The Oil Rig is self-destructed with a nuke after you have thwarted the Enclave.
Fo:NV: Ulysses baits the Courier into detonating an ICBM near hopeville to send a message about unintended consequences (also the end of LR, potentially.)
Fo3: You can blow up Megaton within 5 minutes of leaving the vault because a man promises you 500 caps for mass murder.
The message Fallout games should be sending is that nuclear weapons are horrible, that we should fear them, and that we should hope that no one ever uses them again. Not that they are fun or trivial. (This is, FWIW, why I *HATE* the Fat-Man item.)
So if you wanted to still include "detonating Megaton" as an option in Fo3, there should either be a good reason for doing so, or it should be the last thing Tenpenny asks you to do after a lengthy series of quests where your ethics become increasingly compromised. If there was something like "there's not enough food, water, or electricity to sustain both communities, so one has to die" that would be a better use of that bomb than the one the game included.