If you like fallout 4 or Skyrim you have shit taste in games

BaconShelf | Mythic Inconceivable!
 
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Skyrim was pretty fun tho
only if you like empty worlds where all you can do is fetch the item at the end of the dungeon.
In what game do you not have to fetch something?
at some point most rpgs do have a fetch quest here and there to pad the game. Skyrim was 100% go through the dungeon to fetch this item. Skyrim was generic filler content: the game.
So was fallout 4.
Wow you added so much to the argument.
Good rebuttle.
A lot of quest required you to kill people, hell some even wanted you to craft objects, solve a puzzle. The final boss, is also not a fetch quest.

So, stop talking out of your ass.
"Go through this dungeon to kill this guy."
"Go kill this guy out in the open."
"Go through this dungeon to kill this boss guy."
"Go through this dungeon to get this item, oh you'll need to solve a puzzle to do it, that's okay though, it's exactly like the first dungeon in the game's puzzle."
Seriously, name one quest in the game where you aren't sent on what amounts to an errand.
Off yourself kid.
Name one game that doesn't follow this kind of guideline? This is basically how RPG's work.

Fallout New Vegas had a lot of quests that involved more talking to people and making decisions to affect the world than fetch quests.


That one quest that barely affected anything?

Nice.
Lets be real here on a gameplay perspective, the only real change you could make, was how the game looked when it ended. Boomers, no Boomers, kill a guy in a mask, kill some NCR and kick off the headman with a robot.

But everything before that was the way it stood when you started, minus a lot of dead Raiders and legionaries.

>Radiation in Vault 34
>Who lives and who dies in Dead Money
>Fate of the scientists in OWB
>Whether the NCR or Legion get Nuked
>Fate of the Sorrows, White Legs and Dead Horses
>Fate of Ulysses
>Who controls Primm
>Fate of the Brotherhood
>Fate of the Enclave Remnants
>Fate of the Khans
>What happens to the White Gloves/ how
>Omertas
>what happens to Benny
>Save or destroy the Ghouls at REPCONN
>Who controls Goodsprings/ NCRCF
>Who controls Nelson/ Forlorn Hope
>The numerous Camp McCarran quests which involve naught but talking/ investigating/ interrogating
>Where does HELIOS power go?
>A lot of the lesser-known Westside/ North Vegas stuff that is more decision based

Thats off the top of my head.


The Waifu Master | Legendary Invincible!
 
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Skyrim was pretty fun tho
only if you like empty worlds where all you can do is fetch the item at the end of the dungeon.
In what game do you not have to fetch something?
at some point most rpgs do have a fetch quest here and there to pad the game. Skyrim was 100% go through the dungeon to fetch this item. Skyrim was generic filler content: the game.
So was fallout 4.
Wow you added so much to the argument.
Good rebuttle.
A lot of quest required you to kill people, hell some even wanted you to craft objects, solve a puzzle. The final boss, is also not a fetch quest.

So, stop talking out of your ass.
"Go through this dungeon to kill this guy."
"Go kill this guy out in the open."
"Go through this dungeon to kill this boss guy."
"Go through this dungeon to get this item, oh you'll need to solve a puzzle to do it, that's okay though, it's exactly like the first dungeon in the game's puzzle."
Seriously, name one quest in the game where you aren't sent on what amounts to an errand.
Off yourself kid.
Name one game that doesn't follow this kind of guideline? This is basically how RPG's work.

Fallout New Vegas had a lot of quests that involved more talking to people and making decisions to affect the world than fetch quests.


That one quest that barely affected anything?

Nice.
Lets be real here on a gameplay perspective, the only real change you could make, was how the game looked when it ended. Boomers, no Boomers, kill a guy in a mask, kill some NCR and kick off the headman with a robot.

But everything before that was the way it stood when you started, minus a lot of dead Raiders and legionaries.

>Radiation in Vault 34
>Who lives and who dies in Dead Money
>Fate of the scientists in OWB
>Whether the NCR or Legion get Nuked
>Fate of the Sorrows, White Legs and Dead Horses
>Fate of Ulysses
>Who controls Primm
>Fate of the Brotherhood
>Fate of the Enclave Remnants
>Fate of the Khans
>What happens to the White Gloves/ how
>Omertas
>what happens to Benny
>Save or destroy the Ghouls at REPCONN
>Who controls Goodsprings/ NCRCF
>Who controls Nelson/ Forlorn Hope
>The numerous Camp McCarran quests which involve naught but talking/ investigating/ interrogating
>Where does HELIOS power go?
>A lot of the lesser-known Westside/ North Vegas stuff that is more decision based

Thats off the top of my head.
don't forget all the companion's side quests which directly affect gameplay.


BaconShelf | Mythic Inconceivable!
 
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Skyrim was pretty fun tho
only if you like empty worlds where all you can do is fetch the item at the end of the dungeon.
In what game do you not have to fetch something?
at some point most rpgs do have a fetch quest here and there to pad the game. Skyrim was 100% go through the dungeon to fetch this item. Skyrim was generic filler content: the game.
So was fallout 4.
Wow you added so much to the argument.
Good rebuttle.
A lot of quest required you to kill people, hell some even wanted you to craft objects, solve a puzzle. The final boss, is also not a fetch quest.

So, stop talking out of your ass.
"Go through this dungeon to kill this guy."
"Go kill this guy out in the open."
"Go through this dungeon to kill this boss guy."
"Go through this dungeon to get this item, oh you'll need to solve a puzzle to do it, that's okay though, it's exactly like the first dungeon in the game's puzzle."
Seriously, name one quest in the game where you aren't sent on what amounts to an errand.
Off yourself kid.
Name one game that doesn't follow this kind of guideline? This is basically how RPG's work.

Fallout New Vegas had a lot of quests that involved more talking to people and making decisions to affect the world than fetch quests.


That one quest that barely affected anything?

Nice.
Lets be real here on a gameplay perspective, the only real change you could make, was how the game looked when it ended. Boomers, no Boomers, kill a guy in a mask, kill some NCR and kick off the headman with a robot.

But everything before that was the way it stood when you started, minus a lot of dead Raiders and legionaries.

>Radiation in Vault 34
>Who lives and who dies in Dead Money
>Fate of the scientists in OWB
>Whether the NCR or Legion get Nuked
>Fate of the Sorrows, White Legs and Dead Horses
>Fate of Ulysses
>Who controls Primm
>Fate of the Brotherhood
>Fate of the Enclave Remnants
>Fate of the Khans
>What happens to the White Gloves/ how
>Omertas
>what happens to Benny
>Save or destroy the Ghouls at REPCONN
>Who controls Goodsprings/ NCRCF
>Who controls Nelson/ Forlorn Hope
>The numerous Camp McCarran quests which involve naught but talking/ investigating/ interrogating
>Where does HELIOS power go?
>A lot of the lesser-known Westside/ North Vegas stuff that is more decision based

Thats off the top of my head.
don't forget all the companion's side quests which directly affect gameplay.

Oh shit yeah

Forgot about those


The Waifu Master | Legendary Invincible!
 
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You know half of New Vegas was building up to the biggest fetch quest ever.
The first half of Vegas had you going across the wastes from place to place, taking in the atmosphere and greatly affecting the places you came across. There was one quest I found remotely tedius, the Repconn Ghouls. But the game doesn't even make you do that if you don't spec like an idiot. The second half had you going around to the outer factions to either recruit them or make sure they weren't a hindrance to your faction of choice. That is not a fetch quest, it is a politicking quest.

Fallout 3, nothing but fetching your dad and naughty nightware.
You didn't even do anything with the bomb in megaton, did you? That certainly wasn't a fetch quest. Neither was that black and white fucking place. That's a place where the puzzle wasn't generic as fuck too.

Oblivion, fetching relics, kill a realm watch Sean Bean not die for an absurdly long time.
This is why I said to a certian extent. The main quest was awful. The game really shines with the dark brotherhood. The level design for those dungeons and the quest design for them were superb. Remember Whodunnit? One of the best quests I've ever gone though.