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But best title ever!
It seems the way quests were handled in Fallout: New Vegas wasn't appreciated by Rowan Kaiser who, in an editorial over at Joystiq argues that Fallout 3's more exploration-based content had a better "rhythm" than the quest hubs of Obsidian's title. I'll freely admit I'm not sure I follow the train of thought, but here's a snippet:<blockquote>The conventional quest rhythm of the modern RPG started with the original Fallout, back in 1997, as so many things did. It was refined by BioWare in Knights Of The Old Republic, and in multiple MMRPGs. The game's main quest guides your character to a central location – a hub – usually a town, where multiple characters offer you quests. If you're like me, you load up on as many of these as possible, and then try to clear them up as efficiently as possible.
Fallout 3 didn't follow this model entirely. Its rhythms were more based in exploration. Find a Vault, delve into the Vault, spend half an hour figuring out what's going on. Sure, it had quest hubs, but they were minor. Skyrim, when it's working well, follows the exploration model even better than Fallout 3. Fallout: New Vegas, to my disappointment, was not so exploration-based. It used the conventional "hub" form, with too-simple rhythms. Everything seemed to take the same amount of time, and if it was too hard – and it rarely was – there was another quest to do first, to improve your Courier just enough that you could handle whatever you were trying to do.
[..]
My journey into D.C. disrupted the rhythm of Fallout 3. It took the basic form I'd begun to learn, and it changed it. It added length and difficulty. Instead of spending half an hour clearing a Vault, I was spending three or four hours struggling against a seeming army of Super Mutants, underground. A relatively straightforward game became a much bigger challenge, forcing me to play in a fashion I hadn't anticipated.
[...]
Fallout: New Vegas didn't do this. Oh, sure, I still enjoyed the Fallout 3 engine, I was impressed with the writing, and I had great respect for the moral ambiguities of the choices in the main plot. But it didn't grab me; it didn't force me to pay attention. One quest hub tended to seem the same as the next one.
</blockquote>
Fallout 3 didn't follow this model entirely. Its rhythms were more based in exploration. Find a Vault, delve into the Vault, spend half an hour figuring out what's going on. Sure, it had quest hubs, but they were minor. Skyrim, when it's working well, follows the exploration model even better than Fallout 3. Fallout: New Vegas, to my disappointment, was not so exploration-based. It used the conventional "hub" form, with too-simple rhythms. Everything seemed to take the same amount of time, and if it was too hard – and it rarely was – there was another quest to do first, to improve your Courier just enough that you could handle whatever you were trying to do.
[..]
My journey into D.C. disrupted the rhythm of Fallout 3. It took the basic form I'd begun to learn, and it changed it. It added length and difficulty. Instead of spending half an hour clearing a Vault, I was spending three or four hours struggling against a seeming army of Super Mutants, underground. A relatively straightforward game became a much bigger challenge, forcing me to play in a fashion I hadn't anticipated.
[...]
Fallout: New Vegas didn't do this. Oh, sure, I still enjoyed the Fallout 3 engine, I was impressed with the writing, and I had great respect for the moral ambiguities of the choices in the main plot. But it didn't grab me; it didn't force me to pay attention. One quest hub tended to seem the same as the next one.
</blockquote>