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Quests are meant to get you out into the world and give you an objective, but they are also meant to connect you to the people that you’re dealing with.
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This really hampers the enjoyment of games because the expressiveness of the setting and elements of an RPG is often explored through quests. The Railroad needs you to help an escaped synth! Do it by going to the dungeon and getting to the final room. You need to find a doodad from a Courser to complete your teleporter? Go to the dungeon, kill the boss, recover the item. In this game though, the main story quests often were boiled down to just this simple formula. Most of the radiant quests boiled them down to a simple formula - go to the dungeon, get to the final room where you need to either kill the boss or get an item from the boss chest, return. The quest design was particularly atrocious in this regard. Certainly sensible for a post-apocalyptic game to focus on building a new society upon the ruins of the older one, and given what the game was trying to do with their four factions mechanic, it’s clear that this was their intent, and good job for trying to ensure that things factor back into their principal intent. It also reinforces one of the primary themes of the game which is crafting and design, where even the trailers of the game suggest building as a key idea of the game. Now if you need aluminum, you’ll try to raid something like a cannery because it will have aluminum cans, which is an excellent way to create player-generated initiative. As crafting is a big portion of the game, having these things provide component parts that you use for crafting on their own creates more utility in these elements of clutter which still require modeling, rendering, placement, etc.
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Actually having these things mean an object is worthy mechanically, aside from level design typewriters are useful as items as opposed to something that shows you that the ruined building you’re in was formerly a newspaper. It is a true nuisance to find out when playing a game that I hit my encumbrance limit only to find out it’s because I’ve picked up a bunch of brooms, bowls, and other garbage accidentally while grabbing coin and other worthwhile treasures. All of the random crap you can pick up in a Bethesda game having a purpose is another positive.
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