See, if I never went out of my Vault/Tribe and then I'm sent of a vital mission out there in the dangerous and unknown post-nuclear wasteland, I think I should go ahead with two things in mind:
1. Go to places which locations, at least, are known to me
2. Go to places that fit my misson, not any random place all of a sudden
I know the games are not linear in the "I can go where I choose" aspect, but it IS somewhat linear in the logical sense, as presented above.
That's why in Fallout 1, I don't wander from the blindly to south or west: I head east, to the known location of Vault 15, where I suppose I can find a water chip to save my people; lucky, there is a village on the way, so I stop to know more about the world... etc etc.
Same in Fallout 2: Klamath to find Vic, Den to find Vic, period. Then I have options: in Den I learn that there is Vault City to the east, the most likely place ever to find the Holy GECK, and Redding to the south, where I have absofuckinglutely nothing to do as far as I know. I think you know where I go, for consistence'n logic's sake.
The point here in this long post, as you can guess from the images, is: why the fuck did Beth (bar being a shitty company with shitty developers) put so much places that have ZERO meaning for the plot?
I mean, nothing against having lots of places with nothing directly tied to the plot (find daddy lol), but it's unbearable that they're not even in the middle of my route, like Shady Sands on the way to Vault 15 or Modoc in the way to Vault City.
Sure, I can force my suspension of disbelief or whatever it's called and go to Arefu deliver that girl's letter, and find Big Town on the way... but FUCK! The quest in Big Town is not to beat raiders and save a girl (Tandi anyone?), it's to beat SUPER MUTANTS EARLY GAME and save a girl (Red... what a fantastic name...). Since it's an unbeatable quest, it shouldn't even be located here.
[spoiler:133e7bf951]LOL fact: I cheated with the console to test how tough the Jailor Mutant inside GermantownHQ was... it ALWAYS took two shots from the FatMan; no matter how many times I loaded and tried, one shot was never enough - he always kept at leats 5 of those litthe red HP bars. How can a living being survive a nuclear blast inside a closed enviroment, let alone the building itself, is a joke the universe shares with no one... as Deckard Cain would say: "It's unfathomable", whatever this word means.[/spoiler:133e7bf951]
Every place I visited in Fallout was in search of a water chip, and after I found it, the remaing places were all related to discovering/dealing with the mutant threath. All quests in these places were sort of "well, since I'm here..."
Every place I visited in Fallout 2 was in search for the GECK, and after I get it, all remaining places are related to finding where the hell was my people taken. All quests everywhere where, again, "well, since I'm here".
[spoiler:133e7bf951]Honorable mention: New Reno is a place I barely explored in my first playthrough maaany years ago, because there was no real reason to hang around in such a big place full of crime since my character was a "samurai-tan guy" and only quested in other places to help people, get info and a bit of much needed $$ and equips. I just delivered moore's case, got the purificator for B.Hills mine and bye bye Sin City.[/spoiler:133e7bf951]
In Fallout 3, the moment I discover "dad" went to Galaxy News in DC, it's there that I have to go, one way or another, not necessarily deliver a letter to the oposite side or make fool's errands for a girl who thinks she still lives in the 50's (all is nice to ms. smile ¬¬) and wants to write a guide to the wasteland.
I wish that there was a LOT more plot driven reasons to go to places in Fallout 3, not just a bunch of explorable places with no real logical reason tobeing searched for, plot-wise speaking. AND that DC were between mid-game and end-game location, since it's so fucking dangerous. And don't let me start on the subway-labirinth bullshit...