Anarchosyn
Still Mildly Glowing

On another forum a debate recently arose comparing the merits of Skyrim vs, of all things, Fallout: New Vegas. The original poster posited the straw man argument that "people say" New Vegas stands heads above Skyrim and was curious why this view was held.
I've yet to play Skyrim and I wish it the best of luck. My opinion of Bethesda isn't the rosiest due to various structural flaws I've found in their projects (flaws readily apparent when Fallout 3 is compared against New Vegas) but these issues seem less bothersome in the fantastical world in which the Elder Scrolls resides ("So what if settlements don't have an obvious food source? I'm casting fire from my hands and haven't slept in 23 in-game days!," etc).
Anyhow, while expressing my view that New Vegas stood above pre-Skyrim Bethesda titles I thought back to the much vaunted claim that New Vegas had a higher structural complexity than Fallout 3 or Oblivion. Where it is true that NV is the one Bethesda-esque title to offer branching in the main quest (or any quest, if memory serves) I can't think of many examples of the game reacting to player choice beyond those critical decisions (NV plot spoilers follow but I hope this would have been apparent with the title I chose for this thread):
1. You have the choice of aligning yourself with either of the major factions or going it solo through the Yes Man.
2. Umm... and this is why I'm posting here.
I can't really think of anything else in the overall story where a choice made would affect another quest, besides failing them of course. Decisions were peppered throughout many quest lines and those decisions could fork the narratives therein, like talking Cass out of her murder spree or joining in. However, once the choice was made, it seemed contained to that quest and rarely (if ever) affected anything outside of that line.
Can you help me think of anything I'm missing?
'Course, "reactivity" can also mean NPC's reacting to the player's statistical decisions, or in simpler words: the dialog based skill checks peppered throughout the game. However, I like to think in the grander, Alpha Protocol-esque sense (though, even here, they didn't take it far enough).
As an aside, what is the most reactive RPG out there in terms of the play experience actually altering based on player choice? Most examples I have seen fall into that Deus Ex: Invisible War mode where choice wouldn't change the level or even one's entry into it but the enemies littering the level would be swapped out based on alignments. Anybody take this further (i.e. where person A and person B might really feel like they're playing a different course of narrative evolution based on choice)?
Per the Vault
I remember there being a lot of developer commentary about Fallout New Vegas: rationales for decisions and background discussions shared and gathered via forum posts. Anybody know where that material is listed? It would be really nice if the Fallout New Vegas page had an explicit Dev Commentary section as I can geek out on reading postmortem-like materials.
I've yet to play Skyrim and I wish it the best of luck. My opinion of Bethesda isn't the rosiest due to various structural flaws I've found in their projects (flaws readily apparent when Fallout 3 is compared against New Vegas) but these issues seem less bothersome in the fantastical world in which the Elder Scrolls resides ("So what if settlements don't have an obvious food source? I'm casting fire from my hands and haven't slept in 23 in-game days!," etc).
Anyhow, while expressing my view that New Vegas stood above pre-Skyrim Bethesda titles I thought back to the much vaunted claim that New Vegas had a higher structural complexity than Fallout 3 or Oblivion. Where it is true that NV is the one Bethesda-esque title to offer branching in the main quest (or any quest, if memory serves) I can't think of many examples of the game reacting to player choice beyond those critical decisions (NV plot spoilers follow but I hope this would have been apparent with the title I chose for this thread):
1. You have the choice of aligning yourself with either of the major factions or going it solo through the Yes Man.
2. Umm... and this is why I'm posting here.
I can't really think of anything else in the overall story where a choice made would affect another quest, besides failing them of course. Decisions were peppered throughout many quest lines and those decisions could fork the narratives therein, like talking Cass out of her murder spree or joining in. However, once the choice was made, it seemed contained to that quest and rarely (if ever) affected anything outside of that line.
Can you help me think of anything I'm missing?
'Course, "reactivity" can also mean NPC's reacting to the player's statistical decisions, or in simpler words: the dialog based skill checks peppered throughout the game. However, I like to think in the grander, Alpha Protocol-esque sense (though, even here, they didn't take it far enough).
As an aside, what is the most reactive RPG out there in terms of the play experience actually altering based on player choice? Most examples I have seen fall into that Deus Ex: Invisible War mode where choice wouldn't change the level or even one's entry into it but the enemies littering the level would be swapped out based on alignments. Anybody take this further (i.e. where person A and person B might really feel like they're playing a different course of narrative evolution based on choice)?
Per the Vault
I remember there being a lot of developer commentary about Fallout New Vegas: rationales for decisions and background discussions shared and gathered via forum posts. Anybody know where that material is listed? It would be really nice if the Fallout New Vegas page had an explicit Dev Commentary section as I can geek out on reading postmortem-like materials.