Most of the locations in FO3 are not loot dungeons, but rather little snippets of the stories of struggle to come to grips with the wasteland. There are a lot of suicides and a lot of what I would call crime scenes. A skeleton and a blood stain on the wall. What happened here? A Skeleton in a bathtub with a toaster, or a gun and booze bottles. Skeletons all over the place, bloodstains everywhere. Skells in "crow cage...
That's not really much. Every Bethesda game already has hints like this in the world.
Exploration is more than finding the next quest hub or loot dungeon as you call it. Exploring is more than finding a location.
Did i ever implied it was?
When one explores, one is not only looking for location, but also for lore. As you explore, you build up a history of how the world works...how different types of people learned to cope with the reality of the world...or chose not to cope.
Didn't realized it was any different with other TES games or the older Fallouts.
The strength of FO3 is the storytelling, in that it's done in a way that benefits explorers.
What i'm saying is that this can be done much better. Why should you restrict yourself to having tiny loot dungeons with small lore hints, when the effort could have been much better having less but more developed locations where you can do more than go in, kill stuff and enjoy the view? Instead of 40 loot dungeons with visual clues you get 10 average size locations with characters and more things to do in them and more lore to find.
We are always talking about the demise of the classic RPG. What we don't much talk about is the demise of good literature...of SUBTILE storytelling. This world of mass media and instant gratification has darn near destroyed the art of the developing story. Everyone wants everything instantly now, with no reflection required, and if they don't get it, they aren't interested in it.
I really don't see what does that have to do with what 'm saying.
Sure, there are several things that don't make sense: One accepts these things or not, as they see fit. Opinions on which aspects are important for suspension of disbelief deffer. To me, I'd rather find these little human dramas than have huge numbers of quests, or perfect economies, or precise physics.
You insist in misreading what i say. Never said anything about physics or having a huge number of quests. I prefer less quests but more developed ones, with more interactive storytelling and more "human drama" as you put it.
I don't see how you defend good storytelling and human drama and complain that i don't so much small locations with little development and repetitive wilderness encounters with npcs that have the behavior of a doom bot.
There is an awful lot to find in the Wastes, and there is an awful lot of human interest storytelling going on.
I'm only talking about exploration, not main quests or side quests. I still maintain that the exploration side of Fallout 3 is weak and inferior to old Bethesda games like Morrowind for example or the older Fallouts. If you use a world map or a sandbox is irrelevant. Good exploration is not about location count.