Vault Dweller said:
So I don't agree with VD's assessment that if having things like multiple solutions, varied character development, etc are essential pieces of an RPG, then an RPG where these things are theoretically better than in another RPG is itself better overall.
I don't agree with it either.
Lucky for me I didn't claim that.
My use of the word "theoretically" was probably misguided, but what your posts indicate to me is that you're saying that the role-playing elements of an RPG, if good enough, should determine the quality of an RPG far more than the implementation of the elements that go into that, like the difference between a combat-oriented path and a less combat-oriented path. If that weren't the case, why would people choosing Fallout over Arcanum be indicative of them simply preferring combat and being in a more Mondblutian camp or whatever? Sure, combat was mentioned, but I would hardly think that combat alone would be the determiner for most of the folks here, especially considering that Fallout's combat is nothing special. I mean, sure, that could happen, but if it were the case, you'd have more posts like PorkaMorka's. I think it's more to do with Arcanum's combat and dungeons and the like being annoying more than anything, which has less to do with a combat obsession and more to do with not liking annoying things.
If Arcanum had both had the theoretical edge and had everything implemented at least serviceably, then it would probably beat Fallout. But as it is, Fallout is not only well-designed in most departments, but its implementation of its design is solid, which isn't true for Arcanum.
Now all you need to do it prove it.
I'll try to give a more in depth response at some point in the next few days when I don't need to be studying as much, as I'd prefer that to giving a lame response or engaging in a silly quote battle or something. But the idea is that, while the quest design in Arcanum and the builds were interesting and had great variety, there are many things like the BMC mines, poor encounters, tedious and exploit-like grenade combat, and a main quest that is pushed forward via combat and poorly designed dungeons (though there are some features of the dungeons I like quite a bit), which are a lot more of a drag than a joy. There are similar things to be found in Fallout, of course, for instance the combat is technically pretty similar and there are places with lots of baddies that the player has to get through whether they're a combat build or not (cathedral, military base). But I found the combat wasn't something the player had to drag himself through and for the most part, if you were playing a stealthy character, combat could be avoided without having to prowl quite so much as in Arcanum.
Maybe this is a subjective measurement which I'd rather avoid, (and if I have more time in the next few days I'll try to give a more in depth response) but many points in Arcanum grated on my nerves, whereas with Fallout even the weaker features didn't bug me. In that sense, Arcanum had a good structure (quests, writing, etc) to build the game into, but the game itself, which is built out gameplay based on the character skills and whatnot, was filled with tedium.
I know that is not a logical, point-by-point, fact-based breakdown of things, but I'll see what I can put together in the next week or so, if it's still relevant by then.