Personally I was happy that this was put into Fallout 3. One of the things which annoys me the most about almost every single type of game is the fact that the PC is usually someone with no past, no family, no ties, no friends, no nothing.
Double edged sword...This is the guy that makes the best RPG hero; He has no past, no family, no ties, no friends... Nothing to lose and no one to leave behind ~But its also not much of a role.
Notice that Baldur's Gate gives you a past, and a foster father, and a friend... but kills the father, cuts off your past (Candle Keep), and the friend comes with you. In Dungeon Siege (IRRC), everything you have gets killed or burned up ~so the Farmer becomes the man with no family, no ties, no friends... Nothing to lose and no one to leave behind.
The best option I can find for this sort of mechanic is the adding of trainers or experts with these sort of skills, like existed in Oblivion/Morrowind. Also tying somehow how many skills you can learn from trainers with the skill point limit the game gives the PC so that you can't simply learn every single skill via a trainer and know everything.
Basically what I'm saying is that the ingame world would have npcs/books/holotapes/etc which can then give the PC the ability to learn a new skill or use a new weapon as if the PC was trained by this and therefore learnt how to use it.
They did this in both Fallout 1 & 2. You could find combat trainers that could help you ~unless you already knew more than they did.
I don't think I understand what you are trying to say here.
My point was that in Fallout 2 it made less sense that your character knew the things he did...
I agree.
and Fallout 3 actually made the same sense as Fallout (both grew up in a fallout, who's educational system and information library has to be better then what's available out there)/
Arroyo was founded by the Vault Dweller (who had access to the vault and much more) ~So whose to say?.
I would say it's better to have these things as Perks that are tied to already existing skill. Perhaps with follow ups getting available on level ups afterward, though there has to be some limiting factor in taking all skills.
I would better prefer they revert Perks to the way they were in the beginning (and re-implement traits). As for what I said about skills... I can't imagine a better replay option than to play several characters that each had discovered unique skill sets in addition to the generic ones everyone starts with (Especially if they affect plot situations and add new methods of completing quests).
The point is that the character creation is essentially showing what you're character learned during his earlier live. In Fallout 3 all they do is add a bit of story and characters to that so it's a bit more personal, but it is essentially the same.
The advantage of design in FO1 was that the Player makes a PC and defines their personal skills. The Overseer calls them and sends them on a mission... They die; Player makes a new PC and defines their personal skills. The Overseer calls them and sends them on a mission... This can plausibly repeat indefinitely without getting stale. In FO3 the PC ~
ALL OF THEM have a mother that died in child birth, have a mysterious father that abandoned them, get accused of being an accomplice, and must escape the vault to find their dad... This gets stale after the third viewing, and can never plausibly repeat at all.