I couldn't agree more. Mind you, I loved Fallout 3, and I think there were a lot of things in it Bethesda did really well (ie. The Pitt). But for the most part, their writing really went downhill after Morrowind. For example, Little Lamplight, while an interesting place, is just one big plot hole if you think about it for more than a minute.
Broken Steel was a good fix for the nonsensical ending, but they really should've put ending slides after the Enclave was wiped out, and made that the ending instead of leaving it wide-open.
I agree that they should have done slides after the end of Broken Steel and ended the game. When the Vertibird drops you back into the Citadel and Sarah is talking about when she first met you, and Lyons is telling you what a hero and asset you've become, etc. that was great stuff, and would have made a perfect ending that would have felt very satisfactory. Honestly, wandering around after Broken Steel, and seeing Aqua Pura everywhere and nothing changing . . . well, it makes me fell like James died for nothing, and nothing I had done had made a difference.
At that point you also shouldn't be able to walk around the Capital Wasteland without people worshiping you as a hero, or every faction trying to recruit you to their cause. Raiders and enemies should run the hell away from you. You are the man/woman who's exploits are legendary and known to all because of Three Dog. You took out TWO Enclave bases by yourself. You provided water to the wasteland. Behemoths have fallen to you, and every member of the BOS defers to you. You should have the clout to walk into any town, raider camp, etc. and say - do this, or clear out, and watch them run for the hills. When the Outcasts call you "tribal" or "savage" you should be able to fix them with a steely glare and growl, "Do you know who I am?" and get results. But being a god is no fun. So the game should have ended to maintain logic.
The Pitt did have great writing. Bethesda can write good stories, but those stories always seem to be side missions. Their main quest storylines in Oblivion and Fallout 3 were, while not bad by any means, a very uninspired bland vanilla flavor of writing. A mixture of cliches and stock dramatic moments you can almost check off against a list. I thought Oblivion's main story so boring I never even started that quest chain after the first time.
Player delivers royal necklace to Blades leader.
Player finds Martin.
Player protects Martin.
Player gathers info for Martin.
Evil god appears.
You can't fight it.
Martin sacrifices himself to save the day while you watch.
Everyone calls you a champion. :blink:
You could take the player out of Oblivion and the story
wouldn't have changed. That is a sign of bad writing. Members of the Blades could have done every single one of those steps, even different members doing different steps. You simply weren't needed in the long run. Nothing was about you, and it turns out most of the stuff you do is a waste, because all Martin has to do is die in a certain spot.
And Fallout 3 borrows pretty heavily from Fallout 2 for the main beats of its story. Our player starts in an insular community and leaves to find something, the GECK from the beginning in Fallout 2 and the player's father first and ultimately the GECK in Fallout 3. In both games things take a turn for the worse when the Enclave shows up, and they kidnap/kill your loved ones, and take possession of the GECK. The Enclave tries to rid the wasteland of all mutations. The player prevents it by destroying the Enclave's base in a massive explosion after talking with the President. The power of the GECK/GECK-purified water restores your people. Honestly it felt like Bethesda did a mash-up of the plots of Fallout 1 and Fallout 2 - what with the water and GECK themes. Maybe they did it as a kind of introduction to a new generation of fans, I don't know.
ON A DIFFERENT NOTE:
I know this wasn't mentioned anywhere in the game, but I don't think Little Lamplight is as big a plot hole as some think. I don't even think Bethesda had this in mind, but maybe they did and I'm not giving them enough credit. I believe Little Lamplight is a Super Mutant farm. It is right next to the Super Mutant base, allowing the Super Mutants to protect their "livestock" and keep an eye on it. We know that Super Mutants can only be created from strong individuals, advlts by necessity, the Super Mutants even say so in some of their conversations in the game. We also know that the Super Mutants have a major outpost at the Georgetown Police Department, which is right next to Big Town, where all the Little Lamplighters go.
With me so far? Well, here's how I think it works. When the Mutants do their raids, they usually kidnap people instead of killing them outright. This would include the children, which the Mutants deposit in front of the Little Lamplight caverns, which is convenient since the Mutants are dipping their parents next door. Literally. The kids run into the cave to get away, and find the other children, and stay. Originally, the Mutants probably raided Little Lamplight periodically to cull the advlts for dipping, so the children came to associate advlts in their presence as a danger, and sent away residents once they reached a certain age to prevent raids. This makes much better sense than a shared culturally memory of an advlt being mean to the original Lamplight founders once. The Super Mutants adapted and now watch for when a Lamplighter leaves the caves for Big Town, and conduct a raid. Raids on Big Town probably coincide with new arrivals from Little Lamplight.
So the Little Lamplighters get a constant influx of new residents, explaining how a community of children can maintain its numbers without pregnant teens (though some of that probably happens too), and the Super Mutants get a protected stock that is most suitable for dipping (since we know those humans with lower radiation levels make the best mutants and Little Lamplighters are constantly purging their systems with the cave fungus). Those dipped from Big Town probably end up as the Master Mutants and Overlords, as opposed to the more common radiation sick stock of Wastelanders that become the regular Mutants and Brutes.
All just a personal pet theory, but it fits lore, and makes the existence of Little Lamplight logical. What do you think?