handcrafting massive sandboxes
With all the level scaling, loot scaling and general "radiance" prevalent, I wonder what hand crafting they do.
The virtual representation of physical space. Morrowind, Oblivion, Fallout 3, Skyrim, and Fallout 4 are all very well-designed open worlds.
As to filling those worlds with content worth playing... let's just say they've had widely varying success.
When it comes to Fallout 3 is that its dungeon, quest and world design is sub-par and that VATS trivializes combat encounters.
Fallout 3's world design is clearly superior to New Vegas. It's not even close, which shouldn't surprise you -- that's what Bethesda does, and has never been what Obsidian does.
Fallout 3 -- Simple mantra: The quests exist to serve the environment
- With a few exceptions, the quests aren't very good.
- Rather, game design's focus is on exploration.
- Can reasonably go in any direction after leaving the Vault. Enemies get much more difficult in a radius, guiding you towards the beginning quests.
- Dungeons all over the place.
- Metro effectively expands D.C. proper's playability into a massive a dungeon crawl. 30,000 foot level, if you consider downtown D.C. one big fat dungeon, it's one of the best dungeons ever made.
- The game is about feeling the sometimes goofy and sometimes grim apocalypse -- environmental storytelling is front and center. Most quest exist to give you a reason to explore new areas of the world, and give those areas some context.
New Vegas -- Simple mantra: The environment exists to serve the quests
- With a few exceptions, the quests are excellent.
- Thus, games design's focus is on fleshing out these quests.
- Can technically go in any direction after leaving Doc's, but heading to Nipton is really the only viable and fun option. Cross the Deathclaw death trap if you want... but why would you? You miss out on good quests, and there isn't really anything worth exploring outside of the quests. Speedrunning is the only reason not to follow the railroad tracks Obsidian places you on.
- Only a small handful of dungeons, about half of which suck. The vaults are good, REPCONN is good... and that's about it.
- The game is about exploring the politics and morality of the factions that have emerged in the apocalypse -- dialogue storytelling is front and center. The quests are about exploring people and institutions, and not about exploring the world.
My point is that their budget should easily be able to handle those things and still also have more voice actors as well. Who cares if it had Liam Neeson and Ron Perlman (who only does the intro anyways)? That doesn't make up for the fact that the 100+ other NPCs are voiced by about 10 people.
You can keep pretending it's not a legit thing though if that's what floats your boat.
Sure, I'd rather they get another 20 voice actors of decent quality than blow the budget on two superstars. But again, I see voice acting as such a minor part of the experience, that if it's average compared to other RPGs -- which it is -- then I don't mind. The shitty quests, increasingly poorly designed dungeons in Skyrim and Fallout, complete lack of meaningful C&C, and dumbass combat systems are the real problems.