Its not made by bethesda. its made by Obsidian Entertainment who made the steaming pile of Dreck that is Alpha Protocol (May 28, 2010) but they also made NWN2
Better than what? Fallout or alpha protocol? Better be better than alpha protocol because that game is a flop.
Man, did you guy's play AP? I loved AP. One of the best games I've played this year. Yes, it had some bugs and glitches, but I never ran into many. With a few more months of polish, AP would have been a contender for Game of the Year. It was definitely like a modern-day spy thriller version of Mass Effect, but I thought it handled the story and your choices much better than Mass Effect has ever done. You started seeing immediate feedback on your choices - you didn't have to wait for a sequel, or for some cutscenes at the end. The storyline diverged drastically based on the decisions you made, some seemingly unimportant ones having far reaching, but logical results. Whole factions/characters could appear, disappear, or never show up based on what you did. People reacted to what you were wearing, how you treated them in the past, etc. The gameplay was great too.
Agreed that Alpha Protocol was a gem. Would have liked to have seen where the franchise went had Sega stuck it out.
I place the blame on AP's failure squarely on Sega's shoulders. They let it languish in development hell, flip flopped back and forth on it, and then forced it out the door before it was ready. Like I said, the only complaints anyone should have had about AP were bug and glitch related. Obsidian designed and wrote one hell of a game in AP. AP even had an "ending slideshow" that told what effect your actions had ultimately had on different characters, cities, and the world, just like in the first two Fallouts! Stupid Sega.
I loved Oblivion, and recently spent a few weeks of vacation in Cyrodiil before starting my mod conversion to FNV, and I was surprised at just how different some aspects of Oblivion are compared to Fallout 3 (considering the latter uses an upgraded engine of the former). Some things I really Liked about Oblivion that wasn't as strong or present in Fallout 3:
1. There were many Big cities, or big by standards of the times, and this was a definite contrast between the games. More cities meant more to do/explore, and the scale seems so much bigger in Cyrodiil than in the DC Wasteland.
2. 71038741283740182347 quests - OM MY. I actually suspect that FNV will be more like Oblivion than Fallout3 in the number of quests and dialogue, but I think FNV will go leaps beyond Oblivion in the variety of the voice acting present.
3. Oblivion had many, Many secondary locations - not everything a dungeon and some places similar to others. I loved this, it made the world seem so massive and that it would take weeks and weeks to do it all even though I knew most of it like my own backyard. Fallout3 just doesn't approach this level of scale.
4. Battle/encounters take longer in Oblivion than in Fallout3, especially if I'm a sniper or have a bag of 100 grenades and a few nukes. Even with Midas Magic I don't have that kind of killing power in Oblivion, things take a bit longer and thus required a bit more strategy from me. I like this contrast, but I think FNV will be very much like Fallout3 in death-rate/speed of moving over terrain versus Oblivion.
5. Oblivion Alchemy / Reagent collection - Mmmmmmmmm. Loved this feature, nothing like it in Fo3. I'm hoping the FNV weapon/ammo in-game modding and cooking will bring some of this flavor back to the scene.
6. Slower leveling, more balanced skills/powers, much harder to become a God in Oblivion than in Fallout3. I'm hoping FNV is more balanced and challenging like Oblivion was in this regard.
7. For me Oblivion would generate months of play-time the first time through each character, whereas Fallout3 was 2 weeks by comparison per play-through. Hoping for more Oblivion-longevity in FNV!
These are just my views, not the gospel on the differences between Oblivion and Fallout3 - both were fabulous games and hooked me good, FNV can't do wrong to be like either of them in success if nothing else.

Miax
1. No question. I also felt FO3's cities and towns were too small. Rivet City was the only settlement that felt right. Megaton was almost there, but needed to be bigger and have more people. The lack of NPCs in the towns was the most glaring thing. Look at Grayditch, or Canterbury Commons. 2 families in one (deceased), and 3-4 people in the other? Or Arefu? Don't get me started on Bigtown. Ironically, besides Rivet City, Little Lamplight was one of the only other settlements that felt alive, and had "Little Lamplighters" constantly running from one place to another, doing activities, holding conversations, etc. Megaton had the right idea with the no name NPCs running around, but failed in not having enough buildings to support the idea.
2. Yes, Oblivion had more quests, but a lot were extremely simple, like "save my potatoes from the already dead ogre 100 feet down the street". Also, you have to remember that we never got a choice in Oblivion's quests. You could only take the quest or refuse it. You couldn't solve it multiple ways, you couldn't lie about solving it, you couldn't threaten the quest giver or kill them to get the reward ahead of time, etc. There were no good or bad outcomes/choices in quests, only good or bad quests.
3. So did Fallout 3, unless you are referring to terrain, in which case, yes, Oblivion wins out for variety with its transitions from snowy mountains to grasslands, forests, swamps, and beaches. Fallout being the world it is though, they couldn't do too much to compete in that department.
4. Well of course! Two experienced swordsmen start at a stalemate, and then wait for the other to make a mistake, and even then mistakes aren't always fatal. But Fallout uses guns. Of course guns result in a faster fight! There isn't much strategy besides "shoot faster" "shoot more accurately" and "don't get shot". There aren't exactly any fancy parries using guns, even when using gun-kata (yay, John Woo!). Haven't you ever seen Indiana Jones? Gun beats sword. Hence, why we aren't using them anymore in real life.
5. Agreed.
6. What?! Balanced? I agree leveling was slower, but not balanced at all. It was all too easy to level up too quickly using skills like Lockpicking, or Acrobatics, or Merchantile, or, I don't know, pick something that isn't combat, and then get utterly destroyed in every random encounter from then on out without the possibility to catch up because everything was leveling with you. You couldn't become a God because in relation to the world, you couldn't improve at all! The Elder Scrolls leveling system (where skills improve by using them) needs some serious adjustment. The SPECIAL system is a finely tuned masterpiece in comparison. The only thing Bethesda screwed up about SPECIAL in Fallout 3 was the fact they gave out skill points like candy at Halloween until we all got tooth rot and diabetes.
7. I would hazard to say this is true, but many because you can do
everything in Oblivion with a single character, since again, there are no choices or alternative outcomes in quests, only doing them or not doing them. Nothing you did locked out any content, so you may as well keep playing with the same character as make another one. Fallout 3 tends to encourage new characters, both because of the skill and perk system (though characters did tend to become homogenized by level 20), but because you were constantly locking yourself out of content (because of the alternate solutions to quests or dealings with NPCs or factions). If you disarm the bomb in Megaton, you can't watch it explode, or have a home in Tenpenny Tower. If you blow it up, you miss out on a house and quests in Megaton, so you are more likely to start a new character. The other possibilities just sit in the back of your mind and fester until you create that new character who is the complete opposite of the old one and embark on the game again.
I liked Oblivion just fine, and played it quite a bit, but I was crushed when I realized that nothing I did really mattered. I wasn't making any true decisions, or, thanks to the god-awful leveling system, progress. The cougars alone almost caused me to rage quit on numerous occasions. I even had to restart my very first playthrough because I had focused on Sneaking and Lockpicking and Speech, and leveled up enough in the Imperial City for the cougars to appear in the wild and prevent me from getting to any other cities because I was too weak to stand a chance against them. So once I started again and knew how to "game" the skill and level system I was good.
You know a game system is broken when to excel at the game you discover you should pick skills you
don't want to use, and
avoid leveling up. The Elder Scrolls system needs a serious over-haul, and I hope Bethesda takes some lessons from Fallout 3 and New Vegas.