I don't like the combat of FO1, FO2, FO3, and FO:NV for different reasons. While I don't think FO1's combat system is strategic, it makes so that you don't feel like a superhuman that can take on everything. Throw is such a bad skill especially considering that you can only throw at a target. Melee was more useful in FO:NV. Stealth is also more fun in FO:NV. However if I am going to boil down what I hate about the combat in all Fallout titles, it is being able to stop and spam Stimpaks whenever I'm about to die.
Exactly. That's the really the only true advantage I see to games like Fallout that use a fixed perspective not focused on the player. By that I mean that low Guns skill had much more of an impact in the isometric titles than it does in the 3D titles, where player skill is much more important (if not the only thing that is important) in determining how much of a good gunslinger you are.
As you seem to think it's not. Well... Consider that the core developers [the team that INVENTED all of it], considered the turn based nature of the game as core ~even for the future Fallout's that they planned, dreamed, and/or hoped to be able to make.
First of all, while I appreciate your observations on Bethesda's titles, this is really a thread about New Vegas, but most importantly, an observation about whether the fanbase would accept a properly made first person 3D Fallout game, or isometric really is the only way to make a Fallout game.
That said: Fallout 1 and 2 were made almost two decades ago. It's hard for me to make the distinction on whether Interplay/Black Isle went with isometric because they thought it was really the best way to make an RPG (which I personally think it is), or whether it is because they went with it "just because we need a way to play this game" (of course this would be a gross understatement, I don't mean it in the way of "hey guys, what perspective should we use? Isometric? Cool, let's roll with that", just that the playing field wasn't exactly in favor of FPS back then).
Another observation to make is whether isometric is really that important to Fallout. At what point does isometric turn from "it is really good for RPGs" to "it's the only way to make RPGs", or in this case, "it's the only way to make a Fallout game"?
I think it's really up to the devs who made Fallout to answer that question.
The point [and pleasure] of a turn based combat game is the very opposite of your stated ideal... it is to NOT think on the run, but to be afforded the luxury of time to contemplate the entire situation; to examine, and to eventually realize the best course of action that the PC might have available to them... and then try to make it happen.
I understand this, and as I explained, both systems work on fundamentally different premises:
- The isometric premise, as you explained: think before you act, think as you can, get satisfaction as your plan comes to fruition.
- The first person shooter premise, as I explained: think before you act, improvise as you act because no one is a chess piece and you can't predict what will happen, get satisfaction as you managed to improvise just right to survive.
Personally I'm a man of the latter. I love not knowing how a fight will play out. The issue with Bethesda's games (and NV as an extension of Fallout 3) is that combat is boring and doesn't pose a challenge at all.
Gothic's by comparison is awesome.
Lastly, when I say "3D", I really mean to say "3D first person", which in the case of Fallout naturally translates to "3D first person shooter".
I haven't played SpaceMarine or Dawn of War.
3D first person shooters aren't, though.
Also, for anyone interested, I posted
this exact same poll in RPG Codex. It's incredible how different the opinions are from one forum to the other, especially considering NMA is the one who gets the most flak about "old dinosaurs".