Books are heavily reliant on the reader's imagination. How good the book is, is often determined by the writer's style and ability to describe emotion, atmosphere, whatever. The easier it is for the reader to imagine X and empathise with character X - the better job the writer did. That's why I said the OP isn't taking into consideration what he personally applied to the original Fallout, and now remembers as the game delivering an experience. He added a lot to his own experience because it was only a couple steps from being a book - as a game. The technology was limited.
Because Fallout 3 delivered such a complete atmosphere using audio and visual technology the demands on the player were less, but the expectations were higher because there's no immediate, or early demand for him to imagine anything beyond what's presented on screen. So certain areas can fall short of expectation, and the player is now conditioned to be lazy about compensating for it, I guess. I agree with The Revenginator.
Fallout was as it was deliberately. They wanted the best PC implementation of GURPS that they could make.
A few years before it they released a full first person dungeon crawler with arguably equal or better combat and spell casting than Oblivion (or for sake of age, say Arena). Mid-90's tech was not as limited as most seem to believe.
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Books are not relying on the reader's imagination to provide an experience, they rely on the writers understanding of how to get you to imagine ~what to get you to imagine, and how to pull the right strings to evoke an emotion... This is artifact of skill, not technology.
What you say about putting into it is totally true, (and almost certainly on purpose too); and there is nothing wrong with that. I would say that the reverse is worse. When you add absolutely everything, depict it down to the finest detail... there is no room left to imagine at all, and the finite limit of what you have ~is limited. :shrug:
Exactly. You imagined characters in the first game based on how they were written, not how they were presented visually. Your bum would look different to the one I imagine, which makes your experience completely different. That character could be just one reason why you might like that atmosphere/area so much, if he wasn't there it wouldn't be as good for you, for me he might have been a well-written character but I didn't apply the same quirks to his appearance that you did.
This is true, but I'm missing your point.
*What you have said is truth, but its self evident truth... So what am I missing?
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Not to complain, but you're breaking the rules of your own experiment. We're supposed to be describing what's on the screen, not what we imagine what's represented by what's on the screen. According to the actual images on the screen, everyone in Fallout looks alike. If you were describing to a third party exactly what was happening during your game, you would be describing the actions of a bunch of blank-faced clones. You can use your imagination to compensate for the technical limitations, but we're not discussing who has the better imagination.
Are we? I said describe a play through, not describe a game sprite.
I don't take it as a complaint, but if you are scrutinizing a 70x 29 pixel game sprite, instead of the events of the game, then you are missing the point. (and would be boring your friend)
**Problem is that scrutinizing FO3's (admittedly very good) models, should not be the point of the game should it? (nor should it be with FO1), but this is the common theme... Graphics make the game.
Graphics don't make the game.