Why do people think New Vegas was actually good?

Imagine not roleplaying in a roleplaying game.

It isn't. It's three hours of linear corridors shooting bullet sponges with characters that are just stereotypes. Thinking it's good is an insult to actual good DLC.
It's fun for me, I like that to get the unique weapons you have to explore a little. And roleplaying makes me uncomfortable. I'll choose to be good or evil or side with one faction but that's as far as I'll go.
 
Well, I don't really roleplay so that isn't much of a problem for me. And I think Zeta is good and Anchorage is slightly below average. You can roleplay as an evil character at the end with the FEV but I agree in the main quest you can't really roleplay very much.
That is the problem that a lot of us have with Bethesda Fallout is that their is little in the way of role playing. That was something that a lot of us loved about the originals and New Vegas is that there were options to role play. Hell, in Fallout 2 you can be a porn star or a slaver. With 3 there was a little bit of that with side quests like Paradises Falls but they are few and far between. With Fallout 4 Bethesda completely abandon any semblances of RPG elements and shoe horned you into being "Bethesda's Sole Survivor".
What did you think of The Pitt?
It is probably the best Bethesda Fallout DLC although that doesn't say much. It did show that Bethesda had some faint understanding of Fallout although many here will say that the end choice is more or less a illusion. However, I will argue that the story of The Pitt would have made for a decent Fallout game if it took place 20-30 years after the war and Bethesda tweaked it a bit. Lose all mention of the Brotherhood and have it be about a war torn city raider infested city recovering from the Great War. Would have been much more interesting.
It's fun for me, I like that to get the unique weapons you have to explore a little. And roleplaying makes me uncomfortable. I'll choose to be good or evil or side with one faction but that's as far as I'll go.
Then Fallout doesn't sound like the game for you. You are in for a rude awakening with the originals.
 
Welcome to NMA @Sicknessoverload , I'm going to try and explain why I disagree with your points.
So, the main quest in 3 is much more fun to play, New Vegas' main quest is boring, it takes forever getting to New Vegas and when you finally deal with Benny you either deal with the Boomers or do the Securitrons Upgrade which neither quest is fun. (Keep in mind, in Fallout 3 you'd be doing Vault 87) After Nellis, each faction differs in what you have to do but none of their quests are that great (I always skip the Strip quests because they're fucking boring) but it all ends at Hoover Dam which is a great finale it's awesome to see all of your hard work pays off if you did the quests and dealing with Lanius is much better than y o u a g a i n and following Prime to the purifier.
I think you're kinda going in with the assumption that a Fallout Main Quest will be like an Elder Scrolls Main Quest, where the main story is unrelated to the side content, and in order to progress the story you have to go up to the right person and say "I want to progress the story" and be done with it, and thus the entire story is super-cinematic, and I admit that Fallout 3 does have a cinematic story, but that's kinda besides the point.

In traditional Fallout games, the First Act of the main story was typically giving you something to look for, and then the player makes their own adventure. The main story for the first act of Fallout 1 can be described in a sentence: "You need to find a computer chip with information to purify water, or your vault dies", that's it, no real more complexity than that. In fact, you can literally just head to the area with the chip immediately and beat the first act.

Similarly, Fallout 2's first act plot is "Find the G.E.C.K or our village will die", the thing is, the macguffin of Fallout 2 literally doesn't matter at all. Like the game doesn't actually care whether or not you get it: but ironically this is what makes the game so genius. The entire G.E.C.K plot is literally just there to get you to have something to look for and some reason to be scouring and exploring this alien wasteland.

The bulk of the content of a Fallout Game usually comes from the adventures you have while looking for the thing. While hypothetically you can immediately head to the locations where both the Chip and the G.E.C.K can be found, players who don't know the game will need to ask around for what they're looking for, and everyone in the wasteland has an agenda: some people will help you in return for something else, some people are straight up scam artists leading you on a blind rabbit hunt. And by doing this, the game subtly nudges you to experience as much content as possible, not by having a straightforward series of quests that make up the main story, but by making all the side content feed in to the main quest itself.

Fallout New Vegas tries to do something similar to the first 2 games, though I'll admit, they kinda tried to have their cake and eat it and the final product wasn't too great. But let me put it this way: hypothetically you could just skip the entirety of Act One, and head straight to New Vegas immediately. The vast majority of content you experience IS optional side content that you happen to come across by virtue of playing the main story.

Similarly the 2nd act of the game is entirely about dealing with the various tribes of the Mojave on behalf of one of the major players. With Yes Man however, all you have to do is visit each one once, and then that's it, you're done. The point is it's trying to help you deal with minor groups in the Wasteland who need to be dealt with, but not forcing any particular solution to doing so on you. Shooting the Boomers and failing the quest is considered just a valid solution as helping them.

This is how Fallout Main Quests are typically structured: they mostly exist to get you to explore the world.

The main quest to Skyrim for instance, might have a lot of digging up ancient ruins, fighting unique Dragons, and going to the afterlife, but the majority of it is disconnected from the main quests you'll encounter in the game.

Whereas a Fallout game's main quest is a basic objective that in order to solve you have to explore the wastelands to find the answer to.
 
That is the problem that a lot of us have with Bethesda Fallout is that their is little in the way of role playing. That was something that a lot of us loved about the originals and New Vegas is that there were options to role play. Hell, in Fallout 2 you can be a porn star or a slaver. With 3 there was a little bit of that with side quests like Paradises Falls but they are few and far between. With Fallout 4 Bethesda completely abandon any semblances of RPG elements and shoe horned you into being "Bethesda's Sole Survivor".

It is probably the best Bethesda Fallout DLC although that doesn't say much. It did show that Bethesda had some faint understanding of Fallout although many here will say that the end choice is more or less a illusion. However, I will argue that the story of The Pitt would have made for a decent Fallout game if it took place 20-30 years after the war and Bethesda tweaked it a bit. Lose all mention of the Brotherhood and have it be about a war torn city raider infested city recovering from the Great War. Would have been much more interesting.

Then Fallout doesn't sound like the game for you. You are in for a rude awakening with the originals.
I understand completely, Fallout 4 really fucked over people like yourself who like to roleplay. I prefer 3's morality system to New Vegas' though. You couldn't really be evil in New Vegas but in 3 you could enslave people and nuke Megaton.

I never really thought of The Pitt as its own game but I guess it could work. I do like the choice though, between the slavers and enslaved. I just wish it was longer, I think you can do it in less than an hour if you hurry.
 
That is the problem that a lot of us have with Bethesda Fallout is that their is little in the way of role playing. That was something that a lot of us loved about the originals and New Vegas is that there were options to role play. Hell, in Fallout 2 you can be a porn star or a slaver. With 3 there was a little bit of that with side quests like Paradises Falls but they are few and far between. With Fallout 4 Bethesda completely abandon any semblances of RPG elements and shoe horned you into being "Bethesda's Sole Survivor".

It is probably the best Bethesda Fallout DLC although that doesn't say much. It did show that Bethesda had some faint understanding of Fallout although many here will say that the end choice is more or less a illusion. However, I will argue that the story of The Pitt would have made for a decent Fallout game if it took place 20-30 years after the war and Bethesda tweaked it a bit. Lose all mention of the Brotherhood and have it be about a war torn city raider infested city recovering from the Great War. Would have been much more interesting.

Then Fallout doesn't sound like the game for you. You are in for a rude awakening with the originals.
I love the gameplay and lore, if it has too much of an emphasis on roleplaying I'll push through.
 
I understand completely, Fallout 4 really fucked over people like yourself who like to roleplay. I prefer 3's morality system to New Vegas' though. You couldn't really be evil in New Vegas but in 3 you could enslave people and nuke Megaton.
New Vegas makes up for that with the reputation system. Most NPC's won't really care about your karma if you are in good standing with them. The NCR isn't going to care if your karma is good or bad. All they care about is people helping them gain control of the Mojave. They could really care less what your moral compass is as when you see them in the game they are at the point of desperation and will take help from anybody. However, I will agree and it would have been nice to have some NPC's react to your karma. The only ones that do is Cass and the residents of Freeside.
 
Welcome to NMA @Sicknessoverload , I'm going to try and explain why I disagree with your points.

I think you're kinda going in with the assumption that a Fallout Main Quest will be like an Elder Scrolls Main Quest, where the main story is unrelated to the side content, and in order to progress the story you have to go up to the right person and say "I want to progress the story" and be done with it, and thus the entire story is super-cinematic, and I admit that Fallout 3 does have a cinematic story, but that's kinda besides the point.

In traditional Fallout games, the First Act of the main story was typically giving you something to look for, and then the player makes their own adventure. The main story for the first act of Fallout 1 can be described in a sentence: "You need to find a computer chip with information to purify water, or your vault dies", that's it, no real more complexity than that. In fact, you can literally just head to the area with the chip immediately and beat the first act.

Similarly, Fallout 2's first act plot is "Find the G.E.C.K or our village will die", the thing is, the macguffin of Fallout 2 literally doesn't matter at all. Like the game doesn't actually care whether or not you get it: but ironically this is what makes the game so genius. The entire G.E.C.K plot is literally just there to get you to have something to look for and some reason to be scouring and exploring this alien wasteland.

The bulk of the content of a Fallout Game usually comes from the adventures you have while looking for the thing. While hypothetically you can immediately head to the locations where both the Chip and the G.E.C.K can be found, players who don't know the game will need to ask around for what they're looking for, and everyone in the wasteland has an agenda: some people will help you in return for something else, some people are straight up scam artists leading you on a blind rabbit hunt. And by doing this, the game subtly nudges you to experience as much content as possible, not by having a straightforward series of quests that make up the main story, but by making all the side content feed in to the main quest itself.

Fallout New Vegas tries to do something similar to the first 2 games, though I'll admit, they kinda tried to have their cake and eat it and the final product wasn't too great. But let me put it this way: hypothetically you could just skip the entirety of Act One, and head straight to New Vegas immediately. The vast majority of content you experience IS optional side content that you happen to come across by virtue of playing the main story.

Similarly the 2nd act of the game is entirely about dealing with the various tribes of the Mojave on behalf of one of the major players. With Yes Man however, all you have to do is visit each one once, and then that's it, you're done. The point is it's trying to help you deal with minor groups in the Wasteland who need to be dealt with, but not forcing any particular solution to doing so on you. Shooting the Boomers and failing the quest is considered just a valid solution as helping them.

This is how Fallout Main Quests are typically structured: they mostly exist to get you to explore the world.

The main quest to Skyrim for instance, might have a lot of digging up ancient ruins, fighting unique Dragons, and going to the afterlife, but the majority of it is disconnected from the main quests you'll encounter in the game.

Whereas a Fallout game's main quest is a basic objective that in order to solve you have to explore the wastelands to find the answer to.
I've only played Skyrim and part of Oblivion. I hated the magic system in Oblivion and I haven't picked it up in awhile but I'll eventually beat it. And I came across wrong, I'm not much of a speedrunner, during New Vegas I'll do everything in an area then move on until Vegas, I just don't like the first act very much. I disliked the overtly cinematic gameplay, I hate when games try to be movies. And good to be here, friend.
 
New Vegas makes up for that with the reputation system. Most NPC's won't really care about your karma if you are in good standing with them. The NCR isn't going to care if your karma is good or bad. All they care about is people helping them gain control of the Mojave. They could really care less what your moral compass is as when you see them in the game they are at the point of desperation and will take help from anybody. However, I will agree and it would have been nice to have some NPC's react to your karma. The only ones that do is Cass and the residents of Freeside.
They probably would have implemented that if they had more time.
 
Karma system is honestly pretty damn dumb and reputation system is a lot better. Having your actions being dictated as good or bad by some arbitrary nonsense is stupid.

Specially when it's terribly implemented like it is in Fallout 3 when you can literally manipulate it. Nothing is set in stone, you can literally do a bunch of evil stuff and then give water to hobos and the evil karma is all gone.
 
Karma system is honestly pretty damn dumb and reputation system is a lot better. Having your actions being dictated as good or bad by some arbitrary nonsense is stupid.

Specially when it's terribly implemented like it is in Fallout 3 when you can literally manipulate it. Nothing is set in stone, you can literally do a bunch of evil stuff and then give water to hobos and the evil karma is all gone.
I disagree, people should comment if you're a ruthless slaver or a hero. And yeah, they shouldn't have done the give water to beggars thing, completely ruins the karma system.
 
I've only played Skyrim and part of Oblivion. I hated the magic system in Oblivion and I haven't picked it up in awhile but I'll eventually beat it.
It's funny you say that as my boyfriend hated the magic system in Skyrim. He considers it too simplistic and bare bones. By the way, sorry I was a dick to you earlier. It's just when most come here saying that they prefer 3 over New Vegas or say that the originals or New Vegas is shit they are either trolls from Reddit or fans of MATN. By the way, have you ever played New Vegas modded?
 
I disagree, people should comment if you're a ruthless slaver or a hero.
What might be bad for some can be good for others. A karma system in a series that tries to go grey morality a lot of the time is counter-productive and makes no sense.

Also, a game doesn't need something as dumb as a karma system to have people react to what you do. Its mere existence is why it's terrible and it tries to push this good/evil nonsense.

You know a system that judges your character actions based on reactions and not something dumb as good or evil notifications on your screen? Reputation system.
 
It's funny you say that as my boyfriend hated the magic system in Skyrim. He considers it too simplistic and bare bones. By the way, sorry I was a dick to you earlier. It's just when most come here saying that they prefer 3 over New Vegas or say that the originals or New Vegas is shit they are either trolls from Reddit or fans of MATN. By the way, have you ever played New Vegas modded?
Lmao, you're the most agressive woman I've ever met. I understand where he's coming from making your own spells was awesome. I misspoke, it isn't the magic itself, it's the leveling system I hate. If you tag all the magic skills, you'll level up too fast. And the mage quest line sucks lol. I like MATN but I loved Fallout 3 before I found his channel. Oh, I play on the PlayStation 3. I've never had the pleasure of mods.
 
What might be bad for some can be good for others. A karma system in a series that tries to go grey morality a lot of the time is counter-productive and makes no sense.

Also, a game doesn't need something as dumb as a karma system to have people react to what you do. Its mere existence is why it's terrible and it tries to push this good/evil nonsense.
The grey morality ideology isn't that good itself, not every scenario is a grey option, and not every option is a good/evil one.
 
What might be bad for some can be good for others. A karma system in a series that tries to go grey morality a lot of the time is counter-productive and makes no sense.


I think karma could be done with nuance but it would be so niche and specific in its application that I doubt it would be meaningful.


Perhaps you could have a broader reputation on top of factional reps, that are much more specific to your character. The difference between being a Man With No Name versus a Anton Chiguruh
 
I think karma could be done with nuance but it would be so niche and specific in its application that I doubt it would be meaningful.


Perhaps you could have a broader reputation on top of factional reps, that are much more specific to your character. The difference between being a Man With No Name versus a Anton Chiguruh
That could work.
 
not every scenario is a grey option
Hardly in Fallout 3.

and not every option is a good/evil one
The majority in Fallout 3 is.

I think karma could be done with nuance but it would be so niche and specific in its application that I doubt it would be meaningful.
Whatever it does the reputation system does it far better and it doesn't have this judgmental cloud on you dictating what you did was good or bad. New Vegas honestly should have removed it entirely since it does nothing but harm the game.
 
Hardly in Fallout 3.


The majority in Fallout 3 is.


Whatever it does the reputation system does it far better and it doesn't have this judgmental cloud on you dictating what you did was good or bad. New Vegas honestly should have removed it entirely since it does nothing but harm the game.
I suppose you're right, the only morally grey option is The Pitt and that's dlc.
 
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