Sansha said:
That's bad game design. That's lazy. There shouldn't be a path where the devs 'want you to go', because then to get the real experience, you need to restrict and hand-hold the player.
Oblivion, Fallout 3 and Skyrim, on the other hand, throw you out of the prison/vault/keep and say "We made this world for you. Get amongst it!".
No, sorry, but that's not "bad game design", it's "slightly different game design". When designing Open World RPGs, the game designers have to make certain compromises and trade-offs between non-linearity and having a measure of linearity/guidance in order to effectively deliver story and to set up the game world.
The game world the player is thrown into in FNV is signifcantly more complex (i.e. various factions with their history and agendas interacting with each other) than FO3's and because of this you need a way to convey this effectively. Obsidian actually did that quite well without outright forcing you along a path. They shove you, true, but you still can do things differently.
That's not "lazy", FNV does something that FO3 simply didn't NEED to do because FO3 is incredibly lazy in terms of being more than just a bunch of Open World real eastate with underwhelming shovelware content plastered all over the place, like all Bethesda games are.
Now, since Bethesda games usually feature really crappy story and their worlds also tend to be bland and generic, they really don't have to waste much effort on delivering these things - they can go with all-out sandbox non-linearity. In fact, that's the only thing that makes their games even remotely interesting.
New Vegas, on the other hand, had to do some heavier lifting in order to set up the story and the game world and because of that, the experience feels a bit more guided for the first 20% or so of the game.
That is not "bad design", it's the result of creating a somewhat different kind of game compared to FO3. There is no rule or law that says that non-linearity is "better design" by definition, it all depends on what you want your game to be and what you want the player to experience.
Sansha said:
And while we're here, Skyrim has factions down-pat because it takes all that bullshit reputation system from NV and throws it out the fifth floor window, especially the silly disguises.
Wow, this is about the most backwards thing I have read in a long time. The reputation system was one of several mechanics in FO:NV that gave your actions consequences. That's how the world works. You do something and it might affect other people; piss them off or make them see you in a favorable light.
The factions in the TES games, on the other hand, are just meaningless content delivery systems. You join them, you do their quest lines, and that's it. It's completely arbitrary. You could just as well replace them with a bunch of non-affiliated characters. It's just flavor, nothing more. The factions serve no real purpose.
It's one of the reasons why the TES games are so incredibly bland. Nothing matters, nothing has real consequence, you can do everything without ever having to make a decision.
Sansha said:
Oblivion wins the story department because ultimately your choices don't mean shit. Anyone else could have replaced you in taking the Amulet to Martin Septim and the whole plot would have carried out as it did without you. I adore that - not being the goddamn legendary hero for once, unlike New Vegas where there's a four-way political stalemate and YOU are the ONLY ONE who can make the difference and change the face of the entire West Coast, all over a goddamn chip.
Wait, what? Now you're getting ridiculous. You're just making things up.
In FNV, you're just a random dude who happened to stumble into a very volatile situation and, through a string of incidents, is put into a position that allows you to tip the scales between very powerful factions that do things for their own purposes. You're not "changing the face of the entire West Coast". The face of the entire West Coast is about to change anyway, you're just put into the position of being able to influence on which side the chips fall.
In Oblivion, EMPEROR SEPTIM tells you: "You... I've seen you... you are the one from my dreams.". He then goes on speculating that the Gods placed you in that cell so that you may meet him and that being a prisoner is not what you, the player, will be remembered for. That's cheesy "Chosen One" nonsense right here.