The option to complete the quest in several different ways bears no meaning if it has no true impact on your journey.
Well... What effect should a minor quest have? If a resident asks you to weed his garden, or asks you to catch his "one that got away" trout, :shrug: why should it be any different the second time around ~or offer you anything but what was promised (if anything)?
*Its not going to affect gameworld politics (and it'd be silly and get stale fast if it always did).
What I mean is if completing a quest in a certain way simply prevents you from doing another one but in fact doing any of the two still keeps you on the same track towards an end then in essence it really doesn't matter how you choose to complete them. To amke this clear let me ask you this, what makes the difference between helping and killing Great Khans besides losing an option to get quests from them if you chose to kill them. In my first run I chose to help them and I've seen what they offer, so what new experience will I get from killing them all on my second run? Will there be a new set of quests open to me for doing it? Not really, the only thing that will happen is losing an opportunity to take their quests again.
In one choice they're dead (!?)
The reason it took me so much time to finish the game is my interest in exploring hidden places, terminals, notes and consuming all the quests and dialogues the game permits me to. However, what I cannot do is force myself to skip some of the content just for the sake of another replay. If the content is there for me then I want to be a part of it. I guess this is just my play style but I hope this makes it more clear why I chose to be on good terms with everyone (except the Legion for role playing purposes).
It makes it clear... but that is not how a game like this should be played (and your disappointment is a symptom of why). Imagine for a moment that the Courier was someone else that woke up in the doc's shack with a past and a personal hope for the future (like getting back to California and seeing the Spouse & kids). Would such a person (hot to catch the guy that put bullets in them) stop everything wearing shoes and ask them for errands? Would they wander off in the opposite direction of their attacker's last heading, to investigate a dog's cave? or some distant (and abandoned) hovel on the far horizon? I think not, or they still have a knot ~on the noggin.
RPG's are about being in character, and not really about "consuming all" of the surroundings. To play it like that is like playing the lone street cop chasing after the running pickpocket ~but stopping to open every small box in the alley, and giving coins to the homeless, and asking if they need anything ~then jaunting off to the liquor store. :bonk:
Its true there is no wrong way to play... but your way has this disappointment as an inevitable consequence of behavior.
If the game offered something new in a different case or simply prevented me to be on good terms with everyone at the same time, which would make perfect sense, then I guess I would still have something left to hold on for my second play through.
Thank you for all the comments guys. I've read them all and you've made a lot of good points on the subject.
This I can identify with. I too would like a game where actions open doors while shutting others and provides new avenues from past choices (good or bad). "Eye of the Beholder" did this to a [very] limited extent. What it might require (to do it right) is alternate towns... Meaning (for example) two or three Niptons' or Primms each with entirely different encounters and scripted behaviors for all NPC present. You approach the town and enter the hotel and talk to the proprietor... Where by they decide from your admissions that you are a Legion sympathizer...
You could rest there (and wake up lynched), or perhaps escape to the outside, and instead actually enter a different Nipton or Primm; where its not just a binary shift from 'Like' to 'Dislike' from the people there, but a town that actually has an overnight militia, and barricades and or some of the alleys blocked off. Or perhaps more subtle changes like selling you poisoned food when you buy a brahmin steak. (The NPC having a completely different inventory to reflect their true opinion of you). All this can be done, but (a big but...), its a heck of a lot of behind the scenes work that most players will never see (or realize it when they do); and many players will misunderstand and complain about it. Too many will just not equate their telling the innkeeper that they are pro-Legion and having the general store (at the other end of town) trying to poison them.
This problem of multiple paths is an old one... dates back to the Choose-Your-Own adventure books. The problem is that its a ? inch book with 20 page story in it (what can you do with 20 pages). They just can't do a game where 80% of the content goes unseen for the whole session, and hope that someone will play five times for all of it. Wont happen.
*Now this is an exaggeration of what you were asking, but the premise is basically the same.