Bio Force Ape
Arcane
- Joined
- Feb 24, 2014
- Messages
- 3,427
It's too linear for a supposedly open-world game.
The Obsidian guys, at heart, are too focused on being wanna-be novelists or filmmakers rather than game designers. it wasn't just the wall of high level monsters to the north of the starting town, it really pushed you through a very linear line with the story unfolding one "chapter" at a time, with you heading to that town with the roller coaster and discovering a bit about the courier guy and the chip or whatever, then you go to that outpost, then the town overrun by Caesar's soldiers, then north to the dinosaur and FINALLY to New Vegas proper. It's all too calculated and laid out, which can really kill replayability.
There's also just too much damn stuff. This is true of all of Bethesda's open-world games as well. There's absolutely no concern regarding resource management as you are absolutely drowning in stuff after an hour or two into the game: healing, food, water, bullets, crafting ingredients, etc. You never worry about running out of any of these things which makes many of the quest rewards ("Here's some healing and a couple beers for helping me kind stranger!") feel completely worthless. But what's the solution? Make most of the containers, most of the corpses, empty? You'd get bored and frustrated by that, so they put shit in everything to make it feel worthwhile opening stuff, lockpicking, killing people and looting their corpses.
The Obsidian guys, at heart, are too focused on being wanna-be novelists or filmmakers rather than game designers. it wasn't just the wall of high level monsters to the north of the starting town, it really pushed you through a very linear line with the story unfolding one "chapter" at a time, with you heading to that town with the roller coaster and discovering a bit about the courier guy and the chip or whatever, then you go to that outpost, then the town overrun by Caesar's soldiers, then north to the dinosaur and FINALLY to New Vegas proper. It's all too calculated and laid out, which can really kill replayability.
There's also just too much damn stuff. This is true of all of Bethesda's open-world games as well. There's absolutely no concern regarding resource management as you are absolutely drowning in stuff after an hour or two into the game: healing, food, water, bullets, crafting ingredients, etc. You never worry about running out of any of these things which makes many of the quest rewards ("Here's some healing and a couple beers for helping me kind stranger!") feel completely worthless. But what's the solution? Make most of the containers, most of the corpses, empty? You'd get bored and frustrated by that, so they put shit in everything to make it feel worthwhile opening stuff, lockpicking, killing people and looting their corpses.