I think Fallout 4 wouldn’t be nearly so infuriating if the dialog didn’t keep making promises that the writer never intended to keep. It makes it sound like wall-painter guy has stories to tell, but he’s just a nonsense fetch quest. You meet a big bad guy who wants to talk, but the conversation is dumb and pointless because my character isn’t allowed to ask any interesting questions. You meet people with pre-war memories, or strange backstories, or in odd situations, which makes it seem like they’re designed specifically to deliver exposition and stories. But no. It’s just another bland NPC who wants to give you caps to kill a bunch of crap.
In most games, the designer will use a story to hook you into doing a quest. In this game I kept doing quests, hoping to find a story somewhere.
I was usually disappointed.
The Game That Ruined Me
Be careful what you learn with your muscle-memory, because it will be very hard to un-learn it.
There are two major schools of thought about how you should write software. Here's what they are and why people argue about it.
Fixing Match 3
For one of the most popular casual games in existence, Match 3 is actually really broken. Until one developer fixed it.
Linux vs. Windows
Finally, the age-old debate has been settled.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.