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by Ralfp 2401 days ago
> zero dynamic content

This is true, but the reason why Fallout 2 is considered great (and why so is New Vegas), was in number possible paths that player can take during gameplay. Writing in those games was all about presenting gray and grayer dilemmas to the player and leaving it up to them to follow quest lines for either of those.

It was rarely things like "take the lost kitten from a tree or set the tree on fire" types of "good and evil" pseudo-dilemmas that end with player being a paragon of justice or chaotic evil, something that keeps plaguing role-playing games to this day.

1 comments

Fallout 3 doesn't get enough credit here. Maybe not the whole main quest, but there are tons of side quests that get this for me. Some that I remember toiling over are whether to set Harold on fire and what to do about the Pitt considering I thought the leader was had a set timeline and seemed trustworthy