I can
The thing I don’t get that he does is bring up all of the unmarked quests for some reason even though they aren’t technically quests, it isn’t fair to use those quests to bring up against the others to make fallout 3 seem more linear however I agree the main quest is linear but the rest of the sidequests are not, also at the part where he says which choices are good and which are bad is mostly his opinion, either that or he is basing the morality of these choices off the karma mechanic which isn’t really the right thing to do as the karma system is bad in fallout 3 and even worse in new Vegas ( I’ll get to that in a second) e.g he says that killing the ghouls in the quest of Tenpenny Tower is bad even though there are a lot of people who think it’s better to kill of the ghouls, he also says that killing Harold is good even though a lot of people say it’s better to let the oasis grow/stop. There are many other people who disagree with some of his assertion with the moral choices and give arguments for them because it’s not clear what the correct choice is because these quests are morally grey. He also generalizes all fallout 3 builds to be fighters with high lock picking and hacking, thats... that’s just wrong, I shouldn’t have to say that but sadly I do. Also the part about how the guards attack you at the beginning is a technical limitation, there isn’t any real way to make the guards, “catch” you
First, those quests are technically quests. They are set the same way as any other quest is set in the game engine, they work and process the same, they just don't appear on the piboy which is an option when you make a quest.... I don't understand what you mean by technically because that is exactly what they are... I have been dwelling in the game engine since Morrowind and I can tell you that any modder or Bethesda developer will tell you that they are technically quests.
Also I made a point of posting about all the quests, I gave numbers, I even put the fetch repetitive quests aside right away... I mentioned the unmarked ones because they are part of the game, they are game content and some of them are some of the ones with more options, like the example I mentioned about Mei and Sister, it has 4 different resolutions and they are all very different (snitch to Sister, enslave Mei, give money for Mei to buy a weapon or kill Sister), which is more than many of the marked quests offer.
Would you have preferred I commented only on half the quests the game offers and made Fallout 3 look like it doesn't have enough quests instead?
Because I can do that, Fallout 3 has 32 quests then, does that make the game content and quests look better now? There is still only around 13 that have more than 2 options and that might have some grey area in them. The end result doesn't change.
A lot of people say it is best to let Oasis grow, but killing Harold like he asks you to do will not stop that growth, Bob will still keep growing by itself, will still keep releasing pollen and seeds, the other trees in oasis do not need Harold to stay alive. You can kill Harold and come back to Oasis and no tree is dead, Bob is still alive too.
The only evil option is killing Harold with flame, that will destroy Bob and Harold in a quite cruel way. Even though the growth will not stop by that, it will just be slower than if you keep Harold alive.
Killing the ghouls is evil, none of the Ghouls show that they are evil and deserve to be killed. In game there are only 3 people in an entire tower full of residents that think it is best to kill the ghouls that they don't know, every one else can be convinced to be accept the ghouls, including Gustavo and Tenpenny.
Players might say it is better to kill the ghouls but that is using 4th wall breaking knowledge, because in the game there is no way a good person would see a ghoul being discriminated because of how they look like and go "Jeez, this ghoul is evil, I have to kill it so the wasteland improves in some way".
The player might know what Roy will do to the Tenpenny residents and decide that it is good to kill him, but there is still no reason to kill the other two ghouls, since they are not in favor of killing the humans or have a part in it. So a good player that is playing a good character and using his 4th wall breaking knowledge, can just kill Roy in the sewers and then leave the other two ghouls alone. No one forces the player to kill the other two ghouls, sneak kill and escape, or just running will do this.
About "There are many other people who disagree with some of his assertion with the moral choices and give arguments for them because it’s not clear what the correct choice is because these quests are morally grey.". Don't say there are many, say their arguments, I am always up to a good debate. Otherwise I can just say something like "But there are way more that say those are black and white and they have arguments to support that" and that would be it.
I didn't generalized how all the builds will be a fighter with lockpick and science, I said that most characters will end up being like that.
Also the game gives so much skill points and has the skill bobbleheads, that unless you gimp yourself on purpose, you will be able to max most or all the skills by the time you beat the game, unless you rush the main quest (so you are gimping yourself by being low level).
This part made me laugh loudly:
Also the part about how the guards attack you at the beginning is a technical limitation, there isn’t any real way to make the guards, “catch” you
You have no idea who you're talking too, because I already explained before on the other thread how the game has means of making the guards incapacitate you without killing you, the game has a fatigue value, that once reaches 0 makes the player fall down and can't move until the fatigue raises again past 0, the game uses this in only one instance, (hint, when the Enclave uses a "Fatigue" grenade to make the player fall before being captured) but it is there and can be used easily.
They can also easily just tell you to follow them and you do and they take you to the Overseer, we have many instances of following other NPCs in the game, like following your dad for example, the game could also allow to have a "skip scene" where the game would fade out and then fade in and you would be in front of the overseer, just like magic (like after the end of the main quest if you have Broken Steel DLC). Or it could just stop the player controls from working and then use the "skip scene" too, like in the start of the Mothership Zeta DLC.
So, please don't talk to me about the technical limitations of this engine. Because it makes you sound like a desperate person that definitely have no idea what they are talking about. I can count by the fingers of my hand the people who know as much or more than I do about this engine.