"Jagged Alliance" were much alike "Fallout" in game genre, and they took several game genres "Text Adventure", "Map-Strategy", "Turn-based" and "First-person shooter" into one. And what really made those games top-score in being re-playable was: first that the story developed by for example giving a certain NPC a letter which then opened the dialog or it could be finding apparently useless tools in the wasteland and then figuring out that they could combine and be used etc.; and second all such possibilities were very kept secrets more than a year after game releases, that only slowly came out on forums.
If you are missing something in dialogs, it is most likely because the human mind need problems. For example at coffee-break speak with the colleagues about the buses driving on time? No, but speak about an accident that just happen, absolute! So when the game is straight forward, it doesn't puzzle the mind. How to combine stuff and make mods, it's not something you have to figure out, for example if the game had a certain item and another that you could find in the wasteland, and suddenly you figure out they can be combined into a barrel mod; players would re-play the game hundreds of times to puzzle with such and if the developers could keep it secret, but it's already straight forward.
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