FloppY_ wrote:
Doctor Strangelove wrote:
Remember that FO3 had hardly any quests in it.
3 had about 30 marked quests while NV has almost 200. Of course there are going to be more quests that aren't as involved.
Exploring was still much more rewarding in FO3 regardless of quest-numbers...
And stop bringing up the number of Quests as an argument... The only thing that causes this is Obsidian splitting all related quests up into seperate sidequests where FO3 used a more gathered system where quests were longer and had more tasks x_X
I like New Vegas, and I like Fallout 3, but New Vegas is clearly Linear, where FO3 allowed you to do what you wanted, when you wanted to...
But that's the thing. With NV, most of the side areas are tied to a quest. While in FO3 they are just there to so you can explore them. NV has way more locations than FO3, and the locations have about the same variety to them. But in NV they were made relevant to quests and such, while in 3 they were just there. FO3 was just empty while NV was full of shit to do. In FO3 the reason it felt like you were exploring was because the game would was organized in such a way that you had the cluttered DC area in the bottom corner, and then everything else was just scattered about in the remaining rest of the map. The world was just empty. In NV they organized the world in a way that made sense, around a major road and the most interesting place in the world was at then end of that road.
The exploration in FO3 also not even really that good. You go to the Gary Vault only because you want to see the Gary Vault. There wasn't anything to do with most of the locations, even the Vaults and Intricate caves aside from see that they were there. Maybe scrounge for some loot, but by the time you've progressed to the point where you are going to explore like that, the most common enemy has the best weapon and the best armor, so the loot is hardly a reason to explore.
NV's exploration had a purpose driving you to do it, the quests. And the way the game was organized meant that a low leveled character was only directed toward areas that he was capable of dealing with, while directed away from the dangerous ones, until he was strong enough.