It's not all backstory. Some happens in game. How the fuck is it any less relevant than the shit in shihonage's post? He mentions a few vague examples spread through the entire game, and you hold it up as the gold standard of New Vegas critiquing. Why? Because it was critiquing something Obsidian made.
No. Because his critics weren't about the backstory or faction motivation but what's in the setting itself, how the game shows it to you.
No matter how good the writing is when a game shows you a totally lawless lifeless area that nonetheless has rare traders selling shit in the streets to nobody - that's a bad way to present a setting.
1. Brotherhood Quest 1 -> Brotherhood Quest 2a -> Murder Faction X -> Never get Faction X's quest
2. Brotherhood Quest 1 -> Brotherhood Quest 2b -> Different quest entirely
Well that's only logical and how it should be
So, just in that small example, making decisions in Quest 1 directly influence not only which follow-up quest you get - the other one being content you will never see - but one of the two quests involving wiping out a minor faction, and in doing so, potentially locks you out of another quest.
I asked you a question about this before.
Are these decisions just you selecting "ok I will go and kill that faction" through dialogues?
Or actually done in a
good way where you make some mistake somewhere and don't have the shining "tip"-like stuff telling you that omg this will totally lead to that through dialogues like with that companion?
Isn't "multiple solutions defined by your character build leading to playthrough-specific content" the gold fucking standard for C&C in an RPG?
If they are tied to the build. If they are just a dialogue option that just kills off the other faction which an easy way out of doing it in a more complex way (like say that faction actually hunting/capturing you with more stuff going from there) - then no.
I already explained at the beginning of the post what I look for in a sandbox RPG.
The fluff? And about combat - it's the major part in the game yet it's just a banal shooter. And stats influence little. There are no builds as you are always a guy with a gun etc. I don't understand how it can be interesting. Even in not too old RPGs, even multiplatform ones different builds lead to a different gameplay. Bah it's even true for VtmB which has the action part as the weakest one just like all these shooters called "RPGs" today but that's being counter-balanced by the character build specific content as well as working stats.
Even in all those RTwP RPGs of the past decade which were mostly about combat and less about quests it was very satisfying just creating your character and always led to a completely different gameplay. Class-based or class-less mattered not.
This is what I miss in all current shitty shooters - no matter what stats you select you end up with the exactly same gameplay bar some minor fluff. Add to that that all exploration is ruined by the quest-compass too.
I guess that's why I find Divinity 2 quite playable despite having
a lot of problems.
My problem with NV is that there seems to be nothing else but choosing stuff through dialogues
I still have no idea how game development works.
Of course. Some obscure devs come and do magic with Gamebryo in their, what, second game ever?
Supposedly pro devs from Obsidian come to do their 5th or 6th game and blam they fail to turn one of the most flexible engines around at least a little.
Must be an engine's fault.