The RPG Genre is fucked up

well I think we can all somewhat agree that there are big differences between the Fallout 1/2 "Dungeons" and for example the "subway/cave/ruin" dungeons in Fallout 3 that only are there for looting.

*Edit
One of the places that could be seen as a clear dungeon in my eyes would be the traper cave in Fallout 2 which if I remember correctly really had only 2 things you could do, save a guy inside it and kill all the creatures and find loot.
 
Crni Vuk said:
well I think we can all somewhat agree that there are big differences between the Fallout 1/2 "Dungeons" and for example the "subway/cave/ruin" dungeons in Fallout 3 that only are there for looting.

*Edit
One of the places that could be seen as a clear dungeon in my eyes would be the traper cave in Fallout 2 which if I remember correctly really had only 2 things you could do, save a guy inside it and kill all the creatures and find loot.

Oh? You mean the one where you could fix the generator, lockpick the door and go downstairs, where you would fight ROBOT GUARDS to find a laser gun? Two things that you wouldn't meet in in the game for quite some time ahead? The idea of some stupid ancient forgotten caves housing secret technology always struck me as brilliant. Because it's possible to never actually get to it.
 
well yeah, but what else could you do there. SOmething that would add content to your story, for example like finding vault 13 (which gives you for example EXP).

The traper cave comes very close to something I see as typical dungeon like in Fallout 3, if it would be not to save the traper insdide it one could ignore it completely. Its a bit different with the destroyed military base you can enter (which I have not even noticed in my first playing) that has nice holtapes inside about the enclave, or the Siera army depot which as well holds some informations inside and is part of a quest, the exploring of those places can be ignore as well but you would miss a part of the story behind it. The traper cave has not really any story tied to its existance, much like most of the "dungeons" and "ruins" in Fallout 3 ...
 
patriot_41 said:
Oh? You mean the one where you could fix the generator, lockpick the door and go downstairs, where you would fight ROBOT GUARDS to find a laser gun? Two things that you wouldn't meet in in the game for quite some time ahead? The idea of some stupid ancient forgotten caves housing secret technology always struck me as brilliant. Because it's possible to never actually get to it.

The trapper cave is kinda dungeony, but it's FO2, it did have a number of letdown points.

That quote reminds me, however, of Bethesda's solution to everyone's complaints about enemy scaling in Oblivion. In Oblivion, you never met enemies stronger than you, or weaker than you. So in FO3, they changed it to lock enemy levels in areas you'd BEEN. So you still never met enemies stronger than you.
 
Trithne said:
That quote reminds me, however, of Bethesda's solution to everyone's complaints about enemy scaling in Oblivion. In Oblivion, you never met enemies stronger than you, or weaker than you. So in FO3, they changed it to lock enemy levels in areas you'd BEEN. So you still never met enemies stronger than you.
That'd make sense considering it's them, but it's not true. Some areas have minimum enemy levels of stuff like 5 or 10. Of course, once you max your weapon skill and get a decent weapon, you kill anyone you like, unless they're a legion, in which case you gotta use FARTS, and then you kill anyone you like.
 
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