naossano
So Old I'm Losing Radiation Signs

The phrasing of the question might need to be changed. (english isn't my native language)
I played FoNV a few years ago and i am currently replaying Fallout 2 for the Xth time.
It occured to me that in FoNV, you are given much more powers to shape the behavior and the destiny of the factions you meet. You can make them support the legion or the NCR, you can pick their leader (often by removing the previous one), influence their overrall behavior, in ways never done before in the series. It can be satisfying on a fan-service standpoint as you get to see all kind of new opportunities, more fitting to your wishes.
On the other hand, currently replaying Fo1 and especially Fo2. In those games, you don't really see the factions change in the way you like. Most changes happens much much later and aren't as much dwelved into. On the other hand, your own intervention is quite low key. You are mostly doing some mercenary work for a few specific events and you don't always know how these events will unfold.
As frustrating it might be to not be able to see medium-term consequences of your action (you have bit of short-term and bit of long term) and not be able to push factions in the directions you want, i think those things make more sense in the context of Fallout 2. You aren't there to solve all the conflicts between entire cities or entire nations. You just do your part in a moment of turmoil in which all those factions already have enough inner conflict and various people pushing into a direction or another. By removing someone, destroying or stealing something, or leaking some informations, you are providing enough strenght to one group or individual to push their faction into a direction they already which to go, and undermine another group or individual by removing some of their assets. It plays out long term because there are some off-screen development that involves other characters. You can play a key role, but it isn't about you. The factions still hold their futures in their hands.
On the other hand, it often (not always) feel like that in FoNV, it is way to easy to push a factions into the direction you want, no matter the direction, and you sometimes feel like a god wishing to shape the (local part of) the wasteland land to your image, which sometimes can be detrimental to plausibility and becomes less believable. You not only feel that you are the only one pushing things into any direction, also feel that there is little to no resistance to your pushing and that there isn't much going on off-screen. On the other hand, they managed to empower the player in ways never done before.
Am i the only one feeling those differences ? Do you prefer being given more range in shaping the faction even if it sometime stretch believability ? Or would you rather have more subtle, but more believable involvement ?
I played FoNV a few years ago and i am currently replaying Fallout 2 for the Xth time.
It occured to me that in FoNV, you are given much more powers to shape the behavior and the destiny of the factions you meet. You can make them support the legion or the NCR, you can pick their leader (often by removing the previous one), influence their overrall behavior, in ways never done before in the series. It can be satisfying on a fan-service standpoint as you get to see all kind of new opportunities, more fitting to your wishes.
On the other hand, currently replaying Fo1 and especially Fo2. In those games, you don't really see the factions change in the way you like. Most changes happens much much later and aren't as much dwelved into. On the other hand, your own intervention is quite low key. You are mostly doing some mercenary work for a few specific events and you don't always know how these events will unfold.
As frustrating it might be to not be able to see medium-term consequences of your action (you have bit of short-term and bit of long term) and not be able to push factions in the directions you want, i think those things make more sense in the context of Fallout 2. You aren't there to solve all the conflicts between entire cities or entire nations. You just do your part in a moment of turmoil in which all those factions already have enough inner conflict and various people pushing into a direction or another. By removing someone, destroying or stealing something, or leaking some informations, you are providing enough strenght to one group or individual to push their faction into a direction they already which to go, and undermine another group or individual by removing some of their assets. It plays out long term because there are some off-screen development that involves other characters. You can play a key role, but it isn't about you. The factions still hold their futures in their hands.
On the other hand, it often (not always) feel like that in FoNV, it is way to easy to push a factions into the direction you want, no matter the direction, and you sometimes feel like a god wishing to shape the (local part of) the wasteland land to your image, which sometimes can be detrimental to plausibility and becomes less believable. You not only feel that you are the only one pushing things into any direction, also feel that there is little to no resistance to your pushing and that there isn't much going on off-screen. On the other hand, they managed to empower the player in ways never done before.
Am i the only one feeling those differences ? Do you prefer being given more range in shaping the faction even if it sometime stretch believability ? Or would you rather have more subtle, but more believable involvement ?