Tiny Tim
Still Mildly Glowing

I'm replaying fallout 3 after chronologically replaying 1 and 2. I've played 3 many times but back then i wasn't familiar with the series and thus never paid attention to it. Also, i'm doing an evil playthrough just to make my experience a little different. So here are some random thoughts
#Evil choices should be rewarded:
Unless someone is mentally ill ( which is not as dramatically interesting as most depictions let on and can be boring in RPGs ) they don't want to go through the trouble of doing something "evil" without motivation. So for the choice between good and evil actions to have any meaning, the evil path must somehow be rewarding or even fascinating to the player. Most games i've played fail to realize this and those that do chicken out and never take it to its interesting extremes.
For example in bioshock, i fondly remember the moment i chose not to drain the first little sister i encountered. It wasn't an easy choice and i felt captivated, until i quickly realized that Atlas had exaggerated about me needing all the adam i can get to survive. Half was indeed enough to survive, but with all the gifts the game was throwing at me as well as having my conscience clear, whatever ( small ) adam penalty became neglectable. So why would i want to kill little girls any more?
Now, the choices in fallout 3 are purely good vs evil choices ( "what kind of person are you going to be" is what the game is all about ) and the morality of them is very much in-your-face like you're watching christian propaganda or a bad kids cartoon, mainly because there's no reason for someone to be evil in the F3 universe unless they actively choose to become evil. The game takes this to extremes by actively mocking its antagonists.
Take tempenny and mr burke: they blow up an entire city for apparent reason and as if that wasn't enough for them to be shallow, they also have noticeably funny voices and are making pathetic jokes in every second sentence they utter ( e.g. "heigh ho", "i just had this suit tailored" etc ). In short, they're being ridiculed by the game for their evil choices. They might as well be holding a sign that said " look kids, i'm a bad person that needs to be punished". Every antagonist in the game is portrayed exactly like this. Even the generic raiders are no exception: instead of harsh people looking for food and supplies you get retarded harley quinns.
So with that in mind, it shouldn't be surprising 99% of the protagonist's potential evil choices aren't making any sense, even opportunistically speaking, and that bethesda went so far as to almost completely remove them in fallout 4. What does the player get for blowing up megaton? 500 ( or 1000 ) caps and a small hotel room. Compared with 100 ( or 500 ) caps and a much better house that the player gets for disarming the bomb the difference is negligible at best without even taking conscience into consideration. It's worth it once for laughs but it becomes boring fast.
Note that the megaton quest is often cited as having one of the most intriguing choices in the game, meaning that the rest of them are even less interesting.
The only evil thing i have somewhat enjoyed so far is enslaving people and having fun with the mesmetron. It's probably the only feature that's unique for the evil character and you get paid for doing it.
#Evil choices should be rewarded:
Unless someone is mentally ill ( which is not as dramatically interesting as most depictions let on and can be boring in RPGs ) they don't want to go through the trouble of doing something "evil" without motivation. So for the choice between good and evil actions to have any meaning, the evil path must somehow be rewarding or even fascinating to the player. Most games i've played fail to realize this and those that do chicken out and never take it to its interesting extremes.
For example in bioshock, i fondly remember the moment i chose not to drain the first little sister i encountered. It wasn't an easy choice and i felt captivated, until i quickly realized that Atlas had exaggerated about me needing all the adam i can get to survive. Half was indeed enough to survive, but with all the gifts the game was throwing at me as well as having my conscience clear, whatever ( small ) adam penalty became neglectable. So why would i want to kill little girls any more?
Now, the choices in fallout 3 are purely good vs evil choices ( "what kind of person are you going to be" is what the game is all about ) and the morality of them is very much in-your-face like you're watching christian propaganda or a bad kids cartoon, mainly because there's no reason for someone to be evil in the F3 universe unless they actively choose to become evil. The game takes this to extremes by actively mocking its antagonists.
Take tempenny and mr burke: they blow up an entire city for apparent reason and as if that wasn't enough for them to be shallow, they also have noticeably funny voices and are making pathetic jokes in every second sentence they utter ( e.g. "heigh ho", "i just had this suit tailored" etc ). In short, they're being ridiculed by the game for their evil choices. They might as well be holding a sign that said " look kids, i'm a bad person that needs to be punished". Every antagonist in the game is portrayed exactly like this. Even the generic raiders are no exception: instead of harsh people looking for food and supplies you get retarded harley quinns.
So with that in mind, it shouldn't be surprising 99% of the protagonist's potential evil choices aren't making any sense, even opportunistically speaking, and that bethesda went so far as to almost completely remove them in fallout 4. What does the player get for blowing up megaton? 500 ( or 1000 ) caps and a small hotel room. Compared with 100 ( or 500 ) caps and a much better house that the player gets for disarming the bomb the difference is negligible at best without even taking conscience into consideration. It's worth it once for laughs but it becomes boring fast.
Note that the megaton quest is often cited as having one of the most intriguing choices in the game, meaning that the rest of them are even less interesting.
The only evil thing i have somewhat enjoyed so far is enslaving people and having fun with the mesmetron. It's probably the only feature that's unique for the evil character and you get paid for doing it.
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