

But the DLC that they've added to the game has shown a willingness to allow the player to simply hop to another area without worrying about the space in between. Bethesda's games just don't have the scope of the original series, because building all that content and the space in between in the sort of game that they make would take a decade. By all means make the faction hate me, but the world should recognise the good I just did. By the same token, if I'm stealing things from bad people, don't make that a hit on my karma. Make it harder to turn myself around, and make some choices indelible. There are no meaningful consequences that you can't undo. I wouldn't mind my deeds being somewhat recognised, but I blew up a town. Through good deeds I managed to reclaim my karma and end-up with a reasonably decent character sheet.

I can't imagine any game allowing me to claw my way back from that, but Fallout 3 let me. I actually destroyed a town full of people. Somewhere in the middle of Fallout 3 and New Vegas is the sweet spot they should be aiming for: dark, compelling characters in a curated world. That's dark enough, but as a player you could happily lead an innocent into Boone's sights. Acquiring Boone as a follower, for example, meant leading a person out into a field for the deranged sniper to shoot.

Obsidian's take on New Vegas was packed with morally dubious Wastelanders with dark stories. Their characters, however, are a lot less engaging. They're places to live in and enjoy, and just brilliant places to explore. Bethesda's worlds tend to be packed with detail, big and small.

Behind it was a wall with “Fuck You” written on it. What could be behind it? A gang of gangers? A terrified NPC? A few steps towards it, a glance around to make sure there was nothing sneaking up. There I was, wandering beneath a line-up of broken satellite dishes, looking for things to do when I spied a door. Bethesda's Design, Obsidian's Characters.
