EmCeeGramr
Member
I'm taking that one step further and arguing that the ability to do what you want only matters if there are situations where you can't as well.
If a game always lets you act how you want to act, it's not really true to life, is it?
I'm not trying to force you to agree with me, but can you at least understand the logic I'm employing here?
And that's where the roleplaying element - and Fallout's tabletop origins - come into play.
It's not just "I am Sir RPG Protagonist, I will pick the most optimum strat to eliminate enemies X, Y, and Z, and then level up," you're attempting to roleplay a character and decide what makes the most sense for them. Giving the Courier a blank slate backstory and the widest amount of gameplay and moral options available is to facilitate this. It's also to allow the player to wonder "can I do that? why? would that be a different playstyle for me to enjoy?" One of the goals of Van Buren's perk system was to specifically give the player new unique options that would be more likely to encourage them to change or modify their playstyle, and you can see the same thing in NV, where perks are very rarely sweeping general stat boosts but end up having some condition regarding what kind of weapon, what kind of speech interaction, what kind of enemy you're facing, etc. Taken individually they might be "meaningless" because you could achieve the same goals in another way, but they're meant to be seen as a toolkit that fits your preference.
And yes, this works. NV, just like FO1 and 2, has had me roll characters with specific ideologies and playstyles in mind, only for me to shift said playstyle not due to min-maxing, but because the writing and gameplay options given to me suggested ways that character could change and evolve naturally. I've never felt that urge in FO3 or 4, where your character just seems to say whatever and the optimum solution is always just being the best gun-man in the world (especially bad in 3, where you can infamously become a nigh invincible murder god by the time you reach level 10 and coast through the rest of the game because you can just keep picking experience and combat perks).
Bethesda Fallout's design is actively antithetical to that philosophy. They increasingly predefine who your character is, and attempt to quickly gate you into binary gameplay and moral choices that stick for the rest of the game because you have no incentive to do anything differently.