I think in the competition with New Vegas this game was always going to have problems because the topic they chose to make the game about just doesn't have as much gravity.
It's not just the flawed premise. Every premise is flawed and the FONV is ... kinda dumb if you look at it too closely. It's where they went with it.
felipepepe in particular has had some really strong insights into what's wrong with it.
What they
could have done is not just treat this corporate dystopia thing as a running wink-wink-nudge-nudge joke populated with larpers, but taken the absurd premise and really run with it wherever it wants to go. They could even keep the post-racial, post-gender, post-sexual thing if they want to, it's in fact not at all incompatible with a "brave new world" type of dystopia. They could have considered questions like
- What particular sociopathologies would each of these corporate cultures develop?
- What different methods would the corporations use to keep their drones under control?
- What coping mechanisms would the drones develop?
- How would all of this manifest, in the way corpodrones from different corporations think, feel, talk, act?
- How would all of this manifest visually? Totalitarian systems are inherently aesthetic, and they quickly develop their own variants of it. How would these develop in their different ways? As things currently stand, the game is painfully uniform in its visuals, every corp location uses the same design language, just a different jingle and different logo.
- What kind of cultural baggage would each of these corps start with?
As Felipe said, they could've gotten more insight into corporate dystopia by interviewing an Amazon warehouse worker from next door. They could've made a serious stab at writing genuinely brainwashed corpodrones. They could have made acts of rebellion against the system genuinely terrifying. And they could have done all this while maintaining the Brazilesque absurdity of the whole thing.
But they didn't. They just treated it as a running joke, and proceeded to run it into the ground while wrapping it in completely safe, completely standard game mechanics. Again: Tim Cain has talked a lot of smack about innovation in RPGs. Where did it all go? Why was this even worth doing? Was it really worth for Boyarsky to quit his safe, solid potboiler job at Blizzard to turn out this safe potboiler?
I do not understand, and it makes me sad.