» Fri Feb 18, 2011 8:18 pm
I certainly hope the Enclave doesn't make an appearance in New Vegas. Like the Brotherhood, they are pretty played out as faction, especially if you are a gamer that has played all the previous Fallouts.
We have nuked the Enclave to hell and back TWICE. There is no reason for them to still exist as a faction. I really don't know what more could be done with them as far as motivations or agendas go that wouldn't be a retread of themes we've seen already. The same goes for the Brotherhood. They work best as a reclusive, only occasionally seen faction with their own cares and worries that don't involve outsiders, much like how the Outcasts were handled in FO3.
Former-Enclave NPCs (if very rare) make sense, as they could be survivors that were not on the oil rig when it exploded, and thus suddenly found themselves bereft of purpose and leadership. Being less than 3 years after the events of FO3, no Enclave survivors should have had time to make the trek across country on foot, and even if Vertibirds were used, why would they go to one of the only areas in the country with extremely strong and well-established factions entrenched with the population? Seems like a recipe for getting eaten alive for your tech.
And I hope no faction is presented as overwhelmingly good as the Brotherhood was in FO3. I agree with the backstory for Lyon's group as a plausible excuse for such actions in the Capital Wasteland, but I prefer Fallout factions most when it takes a lot of digging to find out what color hat they are wearing, and preferably that color will be gray. I don't want it being obvious who I'm supposed to cheer for.
Tenpenny Tower was probably one of my favorite quests/choices in FO3, because though it looked clear cut at first, the issue was extremely gray, to the point where once all the facts were clear, there truly was no 'good' choice. The residents were bigots and rich, stuck-up snobs, but this was mostly because of them being ignorant and afraid. Roy the ghoul was actually an even bigger racist and bigot, and arguably worse because he wasn't ignorant. But you can't completely side against him either, because not all his group is bad or deserving of the treatment they get from the tower. And I loved the "Choice and Consequences" kick to the balls you get if you come back after you believe you gave everyone a happy ending. By being an unthinking 'always choose the good path' altruist, you find you have condemned an entire 'town' to death because you couldn't tolerate their bigotry. Bigotry that is ultimately justified. Man! THAT is Fallout to me.
In that same vein, the Enclave and Brotherhood were too on the nose with the whole "good vs. evil" thing in FO3. Of course, even in FO2 the Enclave were pretty clear cut bad guys, a sort of flip-side of the same coin as the Master, both of them focusing on a plan of racial cleansing. You might sympathize with their end goals, but those goals are sort of an unreachable ideal that never even existed before the bombs fell, and their methods certainly can't be excused.
I'd argue that we don't need a "Big Bad" or impending disaster in a Fallout game. It should be enough to have smaller, individual factions with their own goals and actions. The player shouldn't need to 'save the world' or 'be a savior of the wasteland'. It should be enough to simply wander the wasteland, trying to do good and improve the people's lot where you can, and moving on when you can't. I've often argued this about a lot of video game plots. You don't need a world problem to carry a story - as long as you care about a character (your character) you can give them a big personal problem (say like being shot in the head and left for dead to steal a mysterious package from you) that is enough for great dramatic tension. I guarantee that walking into an encounter with someone that tried to kill you and made your life personally unbearable has a lot more drama than turning on a machine you were only involved with through proxy.