Because it's just one big fetch quest and I don't really have a reason to care about the Vault's wellbeing? Maybe also because of a bit of a ludonarrative dissonance: for all the supposed rarity of clean water, neither the PC nor most of the NPCs ever have any problems with it.
Adding to the points made by Cross regarding your ludonarrative dissonance argument:
- You're only half correct about the PC and NPCs not having problems with drinking waters, because nowhere in the game does anybody says anything about their drinking water being *clean*. Fallout 2 even continue this little detail by having an NPC called Charlie in the outskirts of Vault City, lying inside his tent from radiation sickness after drinking unfiltered water from the well. If after 160 years since the war, there are still drinking water out there that can give you radiation poisoning, how do you think the situation is after some 80 years? Yeah, you don't get much cases like Charlie in Fallout 1. In fact, I think we don't get such cases at all. But that's why the NPCs in Fallout 1 congregate in settlements like Shady Sands, Junktown, the Hub etc etc, because that's where the clean water are aside getting some from trading with other settlements.
- Literally at the start of the game, you get some water flasks in your inventory which, supposedly, prevent dehydration random encounters from occurring, and you can even get more from the water guard in Vault 13.
- You also forgot that in Necropolis, the water pump is broken so the ghouls are forced to go back down to the vault to utilize their water chip to get clean drinking water. Taking the chip away without repairing the water pump (and winning the game before/without Super Mutants invading the town) would result in the ghouls demise from not having drinking water in the ending slides.
- Hell, we get the Water Merchants, one of the major power players in The Hub. Their existence is why the wasteland seemingly have no problems with getting clean drinking water, because the WM managed to secure the water tower facility and holds monopoly of it and its distribution across the wasteland. Their content and gameplay even further reinforce this point by having their caravan run leave every 5 in-game days (compared to Crimson Caravan's twice a month and Far Go Traders's thrice a month) AND having the least random encounters during caravan running (albeit at the cost of giving the lowest pay each run). You can even ask them to deliver some drinking water to your vault to extend the first time limit, albeit at the cost of lowering Super Mutants invasion time-limit of the Vault (though only in the unpatched version, it seems).
- Do I also need to mention that water plays a role in backing THE in-game's currency, the bottle caps?
To be honest, I could never get into either Fallout; I tried, but they just don't draw me in. I can't quite put my finger on why. But to be fair, the water chip quest is still better than what Underrail has because it's one multi-stage quest with stakes instead of a succession of barely connected quests with no stakes (though Underrail, at least to me, has a more exciting setting).
But the start of Underrail didn't took literally half the game, although that's a rather moot point since Fallout 1 is a much shorter game.
By that logic anything can be considered a fetch quest.
fetch quest (
plural fetch quests)
- (role-playing games) A quest in which a MacGuffin must be acquired at some far-off location and given to the quest-giver or some other designated party.
https://en.wiktionary.org/wiki/fetch_quest
TVTropes has an even more broad definition, but that's too broad even for me. The scale of a fetch quest has nothing to do with the nature of it, nor the amount of macguffins to be gathered. Many an RPG's main quest is essentially a fetch quest, even the great ones like Star Trail or Wizardry 7, so in principle there's nothing wrong with it. Where (for me) the problem with Fallout's main fetch quest lies is 1) in the mindnumbing mundanity of the macguffin; 2) the way it's padded out with side quests. If you compare it with Wizardry 7, for example, the macguffin you have to fetch there is something that can alter the very fabric of the universe, plus the game showers you with additional mysteries from the start, like the Dark Savant and his plans or the Helazoids. Then there's also the fact that your party comes from a medieval fantasy world and has just discovered space travel. Finally, everything you do in the game connects to that main quest and its mysteries in one way or another instead of it being put on the backburner while you solve the problems of every NPC. It all just adds up to elevate the main fetch quest to something much more exciting.
Without even bringing TVTropes into the arguments, the fact that you had to put a dictionary into your post is just obnoxious. The point Cross made there is the context; the fetch quests commonly designed in video games in general are the ones Cross mention, where in other words the quests can be summarized as 'bring X number of Y'. While THE Fetch Quest for the MacGuffin™ like Find the Water Chip of Fallout 1 is an overarching, high-stake quest that's not only fits right in within the setting, the premise and the whole context of the game, but also done exquisitely by virtue of taking you in a journey through half of the gameworld, being your major reason to explore. You compared it to Wizardry 7 where the macguffin there can alter the very fabric of the universe, but does good fetch quest REALLY needs to be about some World-Changing Superpowered Relic Artifact™? And that's not even to argue the fact that the Water Chip means a WHOLE LOT MORE than the world for the survival and sustainability of Vault 13.
And it's rather funny, too, for you to mention Wizardry 7's macguffin, because while Underrail ultimately ended up having you fetching some (seemingly) World-Changing Superpowered Relic Artifact™, it does it so seamlessly by having you continue doing your 'chore' for South Gate Station, helping a neighboring station which happened to be where two fellow Southgaters last contacted, whom happened to go missing and the reason why is because they possessed said World-Changing Superpowered Relic Artifact™.
There is no ludonarrative dissonance. Securing the water chip is needed because the inhabitants of Vault 13 don't want to leave the safety and comfort of the vault to make a living in the dangerous outside world, not because water is necessarily scarce in the world of Fallout.
But that just goes to make the main quest even more stake-less and mundane.
Again, it's high stakes because while water aren't exactly a problem in the wasteland, the vault has no means of supplying itself with *clean* drinking water without the water chip. And they can't just go out into the wastes because not only are they unequipped to survive out there, they're not educated and trained to do so, they also don't have possession of the currency being used in the wasteland at the time (bottle caps), and they (or rather the Overseer) had a reason NOT to just open the vault and let the dwellers be.
And it's not mundane because while the wasteland doesn't have drinking water problem, nowhere in-game do they mention the water being *clean*. The wasteland also don't just get *clean* drinking water problems lying around bottled or from some random well in the waste, they trade for it with the Water Merchants from the Hub, and, again, they used bottle caps to trade and the vault doesn't have any.
The game starts off with you just being admitted to a station. The fact that we get on with doing menial, station related jobs is a good thing I'd argue, because it establishes the fact that we're no one special and are just another South Gater like everyone else.
I have seen that line of reasoning when people praise Morrowind's Mage Guild questline and I can't help but WTF. Who the fuck care if it's realistic when it's boring? Making your beginning boring and lacking a hook is, like, the worst cardinal sin of narrative composition ever.
It's only boring for you, though. Not every game has to start off with Le Epic and Dramatic Introduction like... Alduin for some reason appearing right when the executioner is about to chop off the Dragonborn's head
Heck, now that I think about it I'd imagine literally every first half of literally every RPG out there would be a 'chore' to you because I really can't think of a better way for RPGs to get you started.
I can. Off the top of my head: the murder mystery in Ultima 7; the eldritch horror cave in Quest for Glory 4; getting stranded on a mysterious island in Grimrock 2; the Curse of the Azure Bonds.
Unfortunately I haven't yet the luxury to play these games
Because they're both massively overhyped. The games do a good job of creating a decent atmosphere in terms of their soundtrack and artistic cohesiveness, but the combat is terrible, UI in terms of inventory and dialogue is very clunky, none of the characters are particularly special, the setting is rather bland, and the quest design is rather basic.
never thought anybody, from the Codex of all people, would ever proclaim one of the best cRPGs out there as being """"""massively overhyped"""""". C'mon, man, Fallout is one of the major inspiration for Underrail.
I can understand the criticism for the combat, but how the fuck could UI and dialogue being 'clunky'? Hell, until now, I could never get the argument of *anything* being clunky. Yeah, the inventory could've used some more work, but the dialogue is fine as is and I actually love the aesthetic and presentation. The setting? Bland? The actual fuck? And quest design is nowhere near basic. Let's start with Shady Sands, literally the first settlement you encounter in the game along the way to Vault 15:
- Getting rid of the radscorpions. You can either kill them all one-by-one, or plant an explosive at some point in the cave to seal it. You can do the first option alone, or enlist the help from Ian by having him joining you, either by paying him some caps or convince him with a Speech check while having sufficient INT to do so. The explosive you can get from Vault 15, or somewhere in the Khans's base. At least killing one radscorpion can let you loot their tail(s), which you could then give to the town's doctor to make antidotes. Too basic for you? Well, two in-game days after finishing this quest
- Tandi is kidnapped, and you can get a quest to solve this problem. You can either (1) kill all the Khans, (2) challenge their leader to an unarmed combat, (3) pay the ransom, (4) intimidate the leader by passing a Speech check, (5) stealth killing the guards at the rear entrance then (5a) pick the lock to her cell or (5b) use explosive to blast open the door, or (6) some obscure solution where, with the right stats, right skills, and right equipment/items, you can fool the Khans into thinking you're their previous leader, of which you could then use to rescue Tandi by either enter from the rear entrance and do (5a), or confront the leader and fool him to release Tandi.
All this, literally only in the first settlement encountered at the start of the game. And the thing about content in Fallout 1 is how they ALL are intertwined, one way or another, most especially by way of caravan running from the Hub to ALL settlements (with the exception of Mariposa, Cathedral, Khans Base, and the Glow, for obvious reason, and for some reason Shady Sands, although a random encounter shows that there are caravans moving to and from Shady Sands) and back again.
The quests design of Fallout 1 might not be as good as.... well, I really can't think of any quests in Underrail which designs are much better than Fallout 1's, except [REDACTED]. But Fallout 1's quests designs are nowhere near basic. The only difference in technical level and design aspect between Fallout and Underrail's quests are, besides the fact that engine for either games are created from scratch, Styg and co ACTUALLY utilized Underrail's game engine to its fullest potential (while still improving it and adding more features to this day and possibly well into the future).... while Tim Cain does not, obviously because he left after doing some pre-production for Fallout 2 to form Troika, and even Black Isle devs at the time didn't truly harnessed the power of the game engine to its height... while some modders actually fucking did it, as demonstrated by Fallout 1.5: Resurrection and Fallout of Nevada.