Iron Mal said:
Just a question, I remember watching a promotional vid for this game (I have no intention of getting this game) and I remember them mentioning that every action you do will have consiquences attached (for example, nuking a town will piss off people in other towns), I get the feeling that this would end up being just like the legal/social system that quite a lot of RPG's recently have implimented (in short, be nice, everyone loves you and compliments you on your awesomeness, be evil, everyone instantly hates you even if they don't know who you are and will spit on your post-apocolyptic gabberdine), is this the case or is this game actually something other than Oblivion with a hint of Mad Max thrown in?
Well that's pretty much the way a lot of it works - different actions can have positive or negative effects on the way others treat you in general and then actions around specific events affect certain characters in certain ways. So there's whole plot lines and locations for characters that embrace the more criminal elements of the world and other locations that prosper and survive because of your actions.
Certain perks then open up other paths, and of course there's other choices that don't really relate to the karma or don't have to. So, for example, when searching to find find quantum cola for an coca-cola collecting nut job woman in the wasteland you can return them to her for x amount of credits, or to her sex-starved neighbour instead. That way he wants to take the credit for your actions to shack up with her.
On top of that you can then try to convince him to pay double what she will using your skills and often in the fetch quests (though maybe not in this case) offer the item for free in return for good karma. The quest itself is more than a simple fetch quest, involving raiding the original factory for delivery details, etc.
In some other cases you can even ignore some quests and lie about completing them - which nets you negative karma but you still complete the quest.
Bit unclear about the Oblivion point though - you seem to be saying this is a bad thing to have in a game? Outside of an old style RPG, (where only direct plot related points effect the game and no one else ever notices anything you've ever done GTA style) what other way has anyone ever found to have people react differently to you? If anything Fallout 3 does a great job of really pushing this by having some real consequences to the major choices you make - and at least it shows its working without having to guess at how people are reacting.
That last point may seem like the game is too obvious but some side-quests, I'm not convinced I'd know how things had been resolved without the game telling me.
So anyway, same you'll miss the game and won't get a chance to enjoy it - but if it isn't your kind of thing, then that's just the way it is.