I don't have to pay attention, but I still do. The more carefully engineered details that you put into a setting, the more it feels like an actual place as opposed to something that only exists because the writers had to plop down their story somewhere. Many of the locations in New Vegas felt like they were only there for the sake of filling space or being occupied by plot, which is why I consider New Vegas to be inferior in this regard, at least.Mcoffey said:Maybe, but it's about the story, is it not? The locations would of course be boring without the story being there. And just because the stories invite you in, doesn't mean you have to pay attention to it.Hal10k said:That's the thing, though. When Obsidian wants you to tell you a story, they are damn well going to make sure that you see that story. All of the stories in New Vegas are out there in the open; walk through the sewers and find the soldiers, walk through the vault and decide whether to dick over the ghouls or dick over everybody, walk through Vault 11 and become sad. Everything I mentioned was the small, subtle bits of storytelling that were hidden in the corners of Fallout 3, something I think New Vegas sorely missed.Mcoffey said:Maybe it's subjective, but I don't remember any of the places you're referring to. I don't remember much of anything about the wasteland of Fallout 3 except that Megaton makes absolutely no sense and to stay away from Old Olney.And like I said, Vault 11 was nice, but I can't really think of many other locations in the game that were as memorable. It felt to me like Obsidian had worked most of the story, realized that they only had a few side buildings, and then said "Screw it" and had interns copy and paste buildings to fill out the map.
Also, in my opinion, Obsidian really suffers from wanting to explain everything to the player, and they lose out on subtlety in the process. They can tell nice things about a setting with characters or computer logs to spell it out for you, but they can't really do it without that. Fallout 3 had a lot of little touches that really fleshed out the game world for me, like finding cherry bombs still lying in the toilets of a private school, or finding a skeleton with a case of beer lying in one of the personal shelters, or finding out that the ex-raider's house contained a teddy bear with a knife stuck through it. This is the sort of thing that New Vegas generally lacked, and, from my perspective, it suffered for it.
I still remember Vault 11 though. And how going through the sewers near Vegas showed it was filled with NCR Soldiers, ready to invade. I remember going through one of the Vaults and having to decide whether to save the ghouls trapped in a room filling with water, or let them die to prevent the NCR Sharecroppers from inevitably starving. I remember exploring all of Zion tracking down the story of the Ranger. New Vegas was filled with stories.
Obsidian and Bethesda really come from different schools of thought in game design. Obsidian builds a detailed story and then rearranges the setting to conform to it, whereas Bethesda fills in all of the details of their setting and then works the plot around it. Neither approach is superior, simply different, though I personally prefer Bethesda's approach in a game where exploration is a key gameplay element.
If you haven't already, I'd head towards Markath when you get a chance. It's got one of the best quests in the game.Mcoffey said:Yeah Bards and Companions seem very light on content in comparison to the College stuff so far. Haven't delved into Thieves Guild or Dark Brotherhood stuff yet, but I've heard good things.Mcoffey said:It's pretty much the norm for the factions. The Bard's College is the only one that seemed shallow to me, and it still has one or two interesting moments. It's like the Arena from Oblivion in that regard.Yeah, I've definitely liked what I've seen so far of the College of Winterhold characters and questlines, but shouldn't that be the norm, rather than the pleasant exception?If you're looking for followers with motivations and backstories, I'd stay away from Lydia or hired mercenaries if that's who you've been using. You already know their motivation for helping you: it's their job. Most of the followers you meet in faction sidequests are pretty well rounded; I'd nominate Onmund or J'Zargo in the College of Winterhold as examples.