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There's another argument to be made about the different attitude that the games have about your place in the world, but I've rambled on for long enough in this post. The other tells you exactly where to go at almost every step of the way. One lets you come across things organically and lets you search around on your own initiative. You can't go and talk to Virgil until the main quest decides you can. And even worse than Fallout 3, Fallout 4 makes it impossible to come across things in the main quest organically you can't go to Fort Hagen and find Kellogg until you you rescue Nick. Every time, you're led by the nose by this stupid compass marker telling you exactly where to go. Once you kill Kellogg, Nick tells you to go to Goodneighbor. Mama Murphy tells you to go to Diamond City. At virtually no point are you told to think for yourself, or find things out organically. From there you get an arrow to the memorial, and to some place west of Evergreen Mills. After some shenanigans, Three Dog paints an arrow on your compass pointing to Rivet City. After some shenanigans, he paints another arrow to GNR. Once you get inside, one question paints an arrow on your compass to Moriarty. In Fallout 3, you walk out of the vault, and there are signs pointing to Megaton. In the original Fallouts, the onus is on the player to decide where to go, who to talk to, how to solve their problems. The world is happening around you, and suddenly you're embroiled in a police drama, getting a confession, or wiretapping someone's bookshelves. If you help, the mayor thanks you, and asks for your help fixing Gizmo, the guy who's been trying to kill you.
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As you're asking around, someone walks in, and starts shooting up the place. You walk into Junktown, and ask around for the person in charge.
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And once you explore and find out that Vault 15 is all collapsed and destroyed, you have a starting place to ask around for where to go next. If you go to Vault 15 straightaway, you'll need a rope, but now you have an idea of where you could go to get one. It's presented naturally, in a way that lets you explore and decided where to go. You can either stop in and see what it is, or go straight to Vault 15, but it's your choice.
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But on your way there, you find something in your way: Shady Sands. When you leave Vault 13, you're told that Vault 15 is over to the East, go check it for a water chip. Personally, I feel like Fallout 1+2 really excel because they make exploring the world a natural thing, something that rewards the player for their choices.
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