Why is Fallout 3 so loved ?

Languorous_Maiar: I think it is funny when people's brains "implode" because other people have their own reasons for liking or not liking something irrespective of what the "imploded one" thinks they should like. It really doesn't matter in the long run and 100 years from now, no one will care.

Forced into combat?, Fallout 3 or New Vegas is too limited? You don't see any "replay" values at all? Bwa ha ha!, no really, LOL. Why do I laugh at that?, read on:

Conflict is the Name of the Game in Role Playing

Think about it for a second, it really doesn't make a very good game or role playing situation if it just describes average everyday life, ... I woke up, I had breakfast (or didn't), I went to work (or didn't), I came home, I had dinner, I went to bed, ... not a very exciting story there, in fact it is a fairly common experience. Guess what? people buy books, movie tickets, and games to experience new adventure, romance and fantasy in order to vicariously step away from common experience. Just look at what sells and what doesn't, in books, art and literature, there is always conflict and sex.

You cannot complete any Fallout (1,2,3,NV) title without some conflict, that is the nature of story telling. All stories involve conflict of one form or another, be it with gun, sword, fist, or wits, it is always; man vs. man, man vs himself, man vs. the environment, and it is the same with romance; boy meets girl, boy meets boy, girl meets boy, girl meets girl. Although romance doesn't sell as well as adventure, in Fallout 3 and New Vegas, you can have that as well. Sam Spade detective? or Bounty Hunter? Who Do You Want to Be?

You DO NOT HAVE TO be on the side of the BOS in Fallout 3. If you want, you can enlist with the Enclave, or just become a wealthy recluse taking on bounties, you can play the game any way you want. Follow the main story, or not follow the main story, you choose. Follow the main story part way and play a whole bunch of quest mods, you choose. (Personally, I disagree with the BOS and agree with the Outcasts.)

Who do You want to be? Role Playing and First Person Shooters.

Fallout 3 and New Vegas are a mixture of both, RPG and FPS, and they have multiple paths to their conclusions. True, they each have a Main Storyline, just like any novel, but they each enable you, the main character, to arrive at the conclusions through your own choices. Yes there are firearms, and melee weapons, and all kinds of clothing and armors, it is kinda like playing a grown-up version of GI Joe in one respect, but there is so much more to the story than that.

In the original games there were often several directions and solutions to any situation, you didn't have to play as a good guy, or the gallant hero, you could be the bad guy, the arch villain, or the dashing rogue, if you wanted. You get to play a Role on a Stage!

Think about this, what are the some of the most common statistics generated for character in any role playing game, from D&D to Traveller, and on to today's PC based games? SPECIAL, Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are 7 of the most common attributes found in one form or another in almost all role playing games (except STALKER).

Now let us add in some basic skill sets, like Small Guns, Lockpicking, Science, Medicine, Energy Weapons, Explosives, Speech, Sneak, and so on. (Dungeon Master, could you hand me the 12 sided please? so I can roll these out?) Then during the game, you earn experience and Perks, because you survived what the Dungeon Master (game designer or mod author) threw your way and because of the difficulty of the battles you won, and because of the intricacy of the puzzles you solved, you get awarded points for succeeding certain tasks and completing, oh my, Quests!!!, See the similarities to the old table-top RPGs there?

Re-playability, Again, Who do You want to be? and Where do You want to go?

To further explain why I like certain games over others, it is their re-playability, aside from content of course. Even after playing the Fallout main storyline to its conclusion, there is a such a large modding community that continues to make additional content for both Fallout 3 and New Vegas, that I still play them 5 years later.

Both games are so fully customizable, I mean, right down to the dirt, rocks, flora and fauna, right up to the sun, clouds and rain, that if there is an aspect of the original game that you don't like, search out a mod that addresses that subjective preference, install it (or make it yourself) and viola, you have more plants and trees, or you now have better resolution textures, or you now have more realistic weapons(with correct animations), clothing, and assorted objects along with the physics that goes with them, or you can have a new mystery to solve, or new companion(s) to enlist, ...and so on.

Side note: that is how I ended up having a Corgi following me around the Mojave, lore friendly?, of course not, but it does illustrate the limitless imagination of the modding community, (for really zany stuff, see Alchestbreaches stuff on Youtube.)

Game Mods, why?

No replay value will occur for any game if you do not get involved with game modifications. There are only so many ways you can tell the same tale. And that is where game modification comes in. Speaking for myself, I look for a game that has the ability to be "modified", ... all my games from Civilization, MOO3, and SimCity, to HalfLife 2, Quake4, Fallout 3 and New Vegas, have been modified in one form or another, to some extent or another depending on where my imagination takes me.

Why stick to the "out of the box" game rules?, thhbbbt! change them, got an interesting story to tell?, tell it within the machinery and assets of a game. Need specific props?, search, hunt, or make them yourself, just like a real life theater company or Indie Production house does. It all depends on what that squishy grey stuff between your ears lets you do.

The Fallout 3 and New Vegas game engines adaptability enables you, the mod author, to tell almost every kind of story there is to tell, have any kind of character you want, and is limited only by your imagination, ...ie; want your character to go to the Moon?, explore a colony on Mars?, or even visit an alternate reality? Yep, yep, and yep. Want the character to develop a relationship with another character?, or even break the fourth wall? (depends on scripting, some assembly required) yep and yep. You can tell any story you want, it all depends on how you set the stage and the lines you give the actors, but keep in mind as a playwright, that conflict(humor is another form of conflict) and sex(romance is another form of sex) are what puts ticket buying butts in the seats.

That is why I like the Gamebyro/Elder Scrolls game engine, Swords and Sorcery may not be my cup of camomile, but Science Fiction is, and Fallout 3 and New Vegas, along with HL2, STALKER, and some others, are my favorite "first person view" Science Fiction games. Fallout 3 (without that ugly green tint) and New Vegas (with big Western Skies, oh my!), are awesomely interesting stage location settings, ... And I always find myself going back to both games, ...only now, I may want to tell some new stories.

As far as Lore or Canon, I think those are personal preferences and I do believe that Fallout 3, and later New Vegas tried to stay withing those limits in their stories, but I do not want to argue Lore or Canon as that is not what the topic is about, it is about the reasons for Loving Fallout 3, and I have given them.

In summary, consider also, the only way to make something "implode" is to create a vacuum in the container (basically a negative pressure), and surely you do not want that, correct?
 
BuffHamster.
For first.
I'm not saying anything bad about F:NV at all so don't write "F3 and FNV". For me, just F3 fails on almost all aspects.

Think about it for a second, it really doesn't make a very good game or role playing situation if it just describes average everyday life, ... I woke up, I had breakfast (or didn't), I went to work (or didn't), I came home, I had dinner, I went to bed, ... not a very exciting story there, in fact it is a fairly common experience. Guess what? people buy books, movie tickets, and games to experience new adventure, romance and fantasy in order to vicariously step away from common experience. Just look at what sells and what doesn't, in books, art and literature, there is always conflict and sex

You cannot complete any Fallout (1,2,3,NV) title without some conflict, that is the nature of story telling. All stories involve conflict of one form or another, be it with gun, sword, fist, or wits, it is always; man vs. man, man vs himself, man vs. the environment, and it is the same with romance; boy meets girl, boy meets boy, girl meets boy, girl meets girl. Although romance doesn't sell as well as adventure, in Fallout 3 and New Vegas, you can have that as well. Sam Spade detective? or Bounty Hunter? Who Do You Want to Be?

And? Look at gameplay approach. Using such words you could compare RTS and FPS games... In good cRPG, you can complete it by non-killing or killing EVERYONE. It's just basic. Torment, Arcanum. Sounds familiar? Then it expands for more options. Sneaky approach, speech or fighting, and some more. Fo3? Focusing almost always on fighting, with 2 possible endings for every quest. Be good guy or be jerk.

Just compaer FNV and Fo3.
Not only in the first one you have like 3x more quests, 3x more ways to complete them, but youre not forced to do almost anything. Hell, kill everyone, use robot to create own faction ignoring everyone. It's amazing? In Fo3? Yay, I can nuke BoS after being forced to help them. What retard created such sensless option?

You DO NOT HAVE TO be on the side of the BOS in Fallout 3. If you want, you can enlist with the Enclave, or just become a wealthy recluse taking on bounties, you can play the game any way you want. Follow the main story, or not follow the main story, you choose. Follow the main story part way and play a whole bunch of quest mods, you choose. (Personally, I disagree with the BOS and agree with the Outcasts.)

How you can not be on BoS side? You NEED to work for them, you NEED to destroy Enclave for them.. uh, seriously?
Just look at that article:
http://tagaziel.blogspot.de/2012/01/welcome-to-first-in-series-of-blog.html (especially choices, choices)
Because at the moment, you're completely ignoring the problem.

And if you defend game because of mods... just say that core game sucks and modders are fixing it? Just that.
It's not how you're rating in game industry, basing on mod, not official work.
 
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You DO NOT HAVE TO be on the side of the BOS in Fallout 3. If you want, you can enlist with the Enclave,

I think what you mean is "roleplaying" (or as much roleplaying as you can do in F3) as "Anti-BOS". Like killing their patrols when they're not looking, using the "assholish" speech options, infecting the purifier, etc. Although to be fair, in reality you are on the BOS's side the entire time, just how friendly to them you are is a different case.
 
Well, every game can be loved.
hell, I even love some game that are worse than fo3.
but loving something doesn't mean he or she should praise that game or ignoring flaw of that game.

fo3 has some good things to be loved.
it's graphic work is good, it has some unique features like VATS, infamous quest marker and auto journal, item farming, plundering meaningless ruins just for item farming, hp spamming enemies, etc
some people hate those and some people like those.

no need to criticising someone who loves fo3 for loving fo3.

but prasing fo3 as a best RPG ever is worth to be criticised because it's not even an RPG.
 
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Quest is about finding clue, exploring world, reasoning for what should I do and make decision.
why quest marker is bad? because it erases both reasoning and exploring world.
it make RPG feel like "following arrow and the world is saved" rather than doing awesome adventure to save the world.
 
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So.. is the quest marker bad for ALL games in general or just RPG's like Fallout? Because there are games (like the early Grand Theft Auto's) which had something like quest markers and they weren't bad.
 
GTA? it requires quest marker because there is no clue except for quest marker.
but games like oblivion, skyrim and fo3 can be replaced by other informations about dirrection.
 
Oh ok that makes sense. It's just that there are games out there that need them and I wasn't sure if you mean't games in general or just RPG's.
 
and why don't we replace shooting with QTE?
or replace moving with watching charater move automatically?
 
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I think quest markers replaced actual direction told by people because it's easier, that and not everyone has the attention span to read directions (thus resulting in the classic "I'm not lost!" scenario). It might work nowadays if the directions were highlighted or something in the subtitles so you'd know that was were you needed to go. And obviously it would be handy to have the NPC re-mention were you needed to go in case you forgot.
 
It's more than replacing direction or handy function.
it's more like replacing aiming with auto aiming at FPS.
and with auto journal, you don't have to ask again about dirrection.
 
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I'd like to add on to that. Having a waypoint at all is a highly detrimental thing to the experience, especially in games with such big, open wildernesses and barrier-like mountains such as Oblivion, Skyrim, and FO3. Having a marker to follow dulls the senses. It's like if everyone drove around city streets by staring at a GPS and let their car detect when it needed to stop or go. In games with poor level design such as Bethesda's they can cause players to mindlessly follow it and either run into mountainous barricades that they struggle to scale or just run into walls and dead ends in boring mazelike catacombs.

But more importantly, I would assume that because players are so absentmindedly navigating these expansive worlds, they don't really notice how bad it is or even just don't care since it has them ingrossed in the experience that just plays itself for them (auto aim, Google car, etc.). They don't realize the problems due to how it just sort of keeps them distracted with some mystical quest or how a giant robot suddenly appeared around the corner and they didn't expect this MONOLITH! and it's so intimidating! and big! and ooh!. So basically, it's a bad Hollywood action flick. Sells about as well, too.
 
I'd like to add on to that. Having a waypoint at all is a highly detrimental thing to the experience, especially in games with such big, open wildernesses and barrier-like mountains such as Oblivion, Skyrim, and FO3. Having a marker to follow dulls the senses. It's like if everyone drove around city streets by staring at a GPS and let their car detect when it needed to stop or go.

I don't think having markers in a game isn't detrimental all the time, at least not as badly as you indicate. I like the fact that games like GTA have them because unlike Fallout 3, it's easy to get lost if you don't know where your going.

http://gta.wikia.com/List_of_Street_Names

That was a list of street names for GTA IV and V and I dunno, that sounds like a lot of places to remember. Of course that's GTA, I remember a time in Morrowind when a woman gave me a quest to kill some mudcrabs and her directions were atrocious (one of the few times I didn't feel bad about looking up a walkthrough online). I think markers shouldn't be used all the time though, only when it's appropriate.
 
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Oh, of course, but the use of waypoints is far more justified in a big city-based sandbox than an open world RPG. Once things become convoluted enough, detailed visual instructions are a necessity, however a magic line is very different from a pathless arrow that points you to a cliff. Alongside the right things with the right execution, waypoints are excellent features in games. Simple or relatively poorly structured maps or lots of exposition do not mix with it. Stuff like intense action where navigation isn't supposed to be a major feature is a time when it does belong. Almost everything is situational; compliments, supplements, execution... they work together to make garbage good.
 
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People say that Morrowind worked well without quest markers. As Samyoul pointed out, quest markers are just catering to the gamers with low attention span.
As for mods - I'd say that it's also the case of popularity of Bethesda games... But most of the copies (even 85% in case of Skyrim!) was sold for consoles. Modding on consoles is illegal.

Peaceful run in Fallout 3 is impossible. You have to personally kill radroach at the beginning :) and clean the Jefferson Memorial from mutants. Not to mention that all Enclave troopers and supermutants are hostile by default so avoiding fighting is almost impossible.
 
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But most of the copies (even 85% in case of Skyrim!) was sold for consoles.

I presume you have proof for this?

Peaceful run in Fallout 3 is impossible. You have to personally kill radroach at the beginning :) and clean the Jefferson Memorial from mutants. Not to mention that all Enclave troopers and supermutants are hostile by default so avoiding fighting is almost impossible.

Uh, nobody mentioned the peaceful run stuff, why did you mention it?
 
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Hey, it was only "passing comment", chill out! Sounds familiar?
I presume you have proof for this?
http://www.kotaku.com.au/2011/11/skyrim-sales-estimated-at-3-4-million-in-two-days/
The article mentions only physical copies. If there is a proof that proportions have changed, give me link.
Uh, nobody mentioned the peaceful run stuff, why did you mention it?
Read more carefully next time, that should lower the number of "passing comments" like that.
You can't complete the game by non-killing anyone
Forced into combat?
 
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