__scribbles__
Novice
- Joined
- Jul 5, 2022
- Messages
- 56
It's night and day between the NCR and Legion. The NCR gets multiple NPCs and quests highlighting its flaws and counterarguments to democracy and how brahmin-barons have too much power, together with locations and conversations relating to agriculture, economy, and food. The Legion gets a trader and a monologue.The game does more than enough to flesh out the Legion as more as a horde of barbaric enslavers and crucifiers. Not as much as it fleshes out the NCR, but certain enough.
You pay for equipment that trivializes the early-mid game. That's pay-to-win. And it's not necessary? That isn't a defense. I can choose not to do the bad quests in the game, but that doesn't mean they don't exist. We can't judge a game's quality if we deliberately omit its flaws.And thankfully so. Imagine that shit being given away for free. It totally ruins the early-game playthrough. And like I said, it's not needed whatsoever, hardly "pay to win". It's unsustainable as an argument.
It doesn't matter if the player feels involved, it's that the NCR and Legion will ALWAYS pardon the player and invite them to work with them, even if you worked against them, for them, or ignored them. They don't have a consistent or justifiable reason to get the player to work with them. My courier might only want Benny and doesn't care at all about the fate of the Mojave, or a criminal who does everything for a political reason, and I'll still get the same message from the factions.The player is the Courier. That's the one thing New Vegas did right. Instead of forcing the player to play the role of someone who loves their community (FO1, FO2, FO3), the player is given free will to do as they please. If the player feels involved in the main quest, then that's all justification you need to do it.
If you don't feel involved, then don't do it.
In Fallout 1/2/3 you, the player, and you, the character, at least had a surface-level connection with your objective. Introducing the wasteland and the plot through a believable setup, and you built your character in whatever way you wanted off of that base(Hell, you could even join the Master in Fallout 1 and got a unique ending for it). New Vegas doesn't give a believable motivation for you or your character like the other games. It might sound liberating or freer, but it also means that the player literally has to invent their own reason to care about the plot.
And as I said before, ignoring a problem doesn't make it go away.
I'm not asking for New Vegas to react to every little choice your character makes, but I am asking for not every situation being set up in a way that requires a third-party intervention to break the Status Quo, which almost EVERYTHING in New Vegas is. And if questions like "What if two enemies right next to each other fought each other" are too complex for it, then it should be more focused.There's so much shit going on in New Vegas that what you are asking would make it the best RPG ever made, bar none.
Fallout didn't do it, so why hold it against New Vegas (a much bigger game)?
Even if it falters a lot in the side-quests, Fallout had urgency and pressure for the player to complete the main quest and had consequences for neglecting them. That's why Fallout generally gets a pass, even if it feels pretty artificial in situations like Gizmo vs. Killian.