What consequences were there in Fallout that crossed location borders?
There were a quite a few of multi-location quests. So the question doesn't really make sense in case of Fallout. And you already answered.
Sure, you could backtrack to a previous location, but there was little reason to do so and you wouldn't see any actual consequences to your actions anyway
And that's like your opinion. For me, the simple fact that I could go back to a location was enough. The world was consistent. No fucking continents appeared or disappeared because of a dialog line. And the locations were definitely not the same as pristine as at the first visit.
People you've helped/angered earlier in the game may reward/attack you in later chapters. It's not revolutionary by any means, but it's definitely more notable than anything you can see in Fallout.
Exactly. That's why I can still remember Fallout's ending compared to the fucking circus from TW2 ending.
And don't get me wrong, I really like some things from TW2, but I dislike C&C corridors. See below.
Haven't you noticed how many things change in Chapter 3 (which you incorrectly label Chapter 4, for some odd reason), depending on all the small choices you make on your way there?
I considered Prologue to be Chapter 1.
As for Chapter 3 (
http://witcher.wikia.com/wiki/The_Witcher_2_ending):
PrologueChapter IChapter IIChapter III
Aryan Alive Choose Roche Henselt Alive Save Anais
Save Triss
Henselt Dead Save Anais
Save Triss
Choose Iorveth Stennis Alive Save Saskia
Save Triss
Stennis Dead Save Saskia
Save Triss
Aryan Dead Choose Roche Henselt Alive Save Anais
Save Triss
Henselt Dead Save Anais
Save Triss
Choose Iorveth Stennis Alive Save Saskia
Save Triss
Stennis Dead Save Saskia
Save Triss
The decision from prologue has no influence on the end game. Which means that there are actually only 8 paths or endings in the game.
The number has no importance what-so-ever, except that is shows how many paths were allowed by the game designer. No transgression from these paths is possible.
Best example:
You cannot kill Letho on the first encounter. It is not allowed. And others.
Also this table illustrates another point: your small choices count for shit. Only one choice per chapter *really* matters in the end.
And the end of the game is a glorified presentation, in which you can choose who appears or not.
As for me, because of the table above,
I have to admit that technically TW2 has C&C. But from a gaming perspective, it simply doesn't feel right. It's weak. It's gimmicky.
My *kind* of consequences would be that one consequence is reflected in the game world. But they cheat: choose Roche -> see world number 1, choose Iorveth -> see world number 2. WTF?
Why is not the same world in which I can see the clear and different reflections of my decisions? How can I compare my actions in world number 1 versus world number 2? I cannot. There is not way.
Therefore as a player I have no way to asses the impact of my decisions. That's why it doesn't make sense to replay the game,
if the gamer motivation is to see the way he influences the world/story.
But it makes perfect sense from the developer point of view. It's much simpler.
Somebody mentioned early that TW series is about the story of Geralt and that's all that matters. I see no way in which you can separate Geralt from the game world.
Hell, even the savegame you import from TW1 influences stuff there!
The savegames from TW1 influences only the starting equipment/money in TW2. Nothing else. Unless is some obscure shit ... but no secondary NPC reappears in TW2.
BTW, VD did a better job than you years ago.
It's a competition?