I am an old schooler who is not bothered by the aesthetics or mechanism changes in Fallout 3. What I am upset about is the inflexibility compare to original Fallout particularly the main quest. I remember Fallout 1 and Fallout 2 each had only 2 main quests. For Fallout 1, the two main quests were the water chip and mutants source. For Fallout 2, the two main quests were the GECK and rescue Arroyo residents. Even though some of the side quests were required, player was still free to choose their own selection of side quests that would allow them to complete the main quests. In Fallout 3, everything involving the main quest is bundled and itemized, so it pretty much destroys the feeling of flexibility. Even though you can skip many of those quests, I think the fact that you given them is a poor choice. For example: [spoiler:3611f1b264] Why should I need to go through Three Dog to find Dr Li and Rivet City? Why can't I find Rivet City via caravan trail and meet Dr Li myself? Fallout 3 allows me to do the latter, but the quest log gives itemized instructions on how to solve it like all the other canned RPGs out there. Why should I need to go through Dr Li to find my father in vault 112? If the main quest was designed to be flexible we should get numerous quest routes leading to the discovering of Vault 112 (intentional or unintentional). [/spoiler:3611f1b264] That's my take on the disappointment of this game. P.S. The same philosophy can be extended to gameplay. For example, you can forcibly open a normal door at least 3 different ways in Fallout 1/2 (lockpick, bash, explosive), but bashing and explosives does not work in this game. *Pope - Added spoiler tag.