Gizmojunk
Antediluvian as Feck
![](https://www.nma-fallout.com/xencustomimages/nma/nma_3.gif)
Specifically ~for the same reason Fallout does it. Notice the Gif in post #52. Fallout presents the gameworld as being the size of a US state; and while it has several major settlements [the points of interest], it also has ruined cities, and other locations that are abandoned, or that didn't survive the war. This minuscule program that runs in sixteen megabytes of ram [that's SHARED with the Windows OS] endeavors to generate the terrain underfoot at any point on the map that the PC takes a pause.Even if procedurally generated, what would be the point of having those miles of fillers between relevant locations and points of interest ?
This then is the reason: If the game can generate suitable terrain on demand, then it can generate the location of any encounter in the wasteland ~on the fly. This means that while using the map-travel interface, that interface can then track the progress of the character on the overland map just as Fallout 1 & 2 did, just as the Indiana Jones films did; and when an encounter occurs, it can drop down to the specific spot on the map and create whatever landscape should be there as backdrop for the encounter. This is something that Fallout and Arcanum both did, but that FO3 cannot do. Arcanum could technically generate the the landscape of the continent from coast to cost; you could walk it in realtime ~if you spent two days sitting at your computer, playing the game; but that isn't the purpose of that functionality.
Imagine if FO3 had done this; had a 3D Skyrim style overland map, but that instead of guaranteed arrival on clicked destinations, the character began a trek across the wastes, indicated by a marker.
![Fallout-styled-3d-map_zpsdlj5yt1b.gif](/proxy.php?image=http%3A%2F%2Fi271.photobucket.com%2Falbums%2Fjj125%2FGizmojunk%2FFallout%2520Related%2FFallout-styled-3d-map_zpsdlj5yt1b.gif&hash=b043825e22d07c2bd87b1d9b39e49fe7)
The PC spends days or weeks traveling through ~wasted land; having little to no encounters with anything significant, until they reach their destination... but the risk of an encounter is always present, and their own dumb luck might allow them to stumble past something of real value ~forgotten about out in the deep wastes. Interestingly enough, Wasteland 2 works like this [like Fallout, in the sense that good & bad encounters can happen on the trip, and when they do, it presents an interim map].
* As a side effect, a game that did this [and did it fast enough] could stream generated terrain past a driving vehicle in either first or third person view; basically [visually] like driving a Wart-Hog in Halo. Vehicle use need not mean forced driving though; that could just be an option.
* But importantly [IMO] either way... vehicles should represent a significant trade-off. Speed & carrying capacity, in exchange for lower encounter frequency; because you don't spot a half buried satchel bag filled with diamonds at 55 MPH.
![desert-racer_SIDEBURN1_zpse367ed5c.gif](/proxy.php?image=http%3A%2F%2Fi271.photobucket.com%2Falbums%2Fjj125%2FGizmojunk%2Fdesert-racer_SIDEBURN1_zpse367ed5c.gif&hash=b91291c4110ba93ed16837821738ec40)
* A third side effect could be that modders would then have the entire landmass to place their encounters, locations, and whole settlements.
![Smile :) :)](/../../xencustomimages/smilies/icon_smile.gif)
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