I really liked Fallout: New Vegas when it was new because it was a relatively well produced (production values) "RPG" that felt like it was being optimised towards the parts of these things I liked. In combat this was viscerality over abstraction. The addition of iron sights, more elaborately realised and grounded guns which can be handled in more detail, these create a stronger impression of actually firing a gun when you click/pull the trigger, rather than rolling the dice and then the game calculating a reaction on the other side. The game does still run on some abstracted logic, skills and statistics and such, but that stuff is placed far more secondary to the immediate experience of what you're actually meant to be doing in game. I never had any attachment to the form of RPG Combat, I always saw it as a concession to the impracticality of simulating violence before computers and something to be overcome. Like all things with history I do recognise it as a creative form which creates its own unique opportunities as it creates limitations, and that leads into the second refinement thing I like. The game does still keep a lot of abstract RPG stuff, but only where I think that level of abstraction works and makes sense. I cannot in game become better at manipulating and fixing mechanical devices. Their inner workings are not simulated to the point I can manipulate them. We get around this by having a Repair Skill which says my guy knows how to do that. Excellent. That abstraction makes sense and gives us a lot of value and interesting possibiliites without getting in the way of anything more interesting we could be doing (by contrast, binding combat to skills and statistics is kind of obnoxious when we've gotten so good at directly simulating gunfights in video games).
I noticed that skills like Repair, Science, Medicine etc felt really meaningful and were actually changing how my guy passed through the world of New Vegas because there are so many stuff happening moments and so relatively little go punch rats in the sewer for three hours. New Vegas is a game that's very dense with stuff that doesn't feel pointless. Some thought went into everything you run into, each part is something you won't find elsewhere, each part is saying something and playing into the bigger ideas that make up the game. In Fallout 3 I always found it neat finding more people and being able to do something for a while that wasn't moving through a tunnel and blasting away goblins. The parts that feel like your rewards for patience in most other RPGs are basically the entirety of New Vegas. The civilised nature of the setting means that exploring and violence are mostly kept to interludes or heavily contextualised episodes that are going to play into other things that are going on. There are no generic raiders in Fallout New Vegas because almost every violent encounter has its own unique context. You are never fighting just because we need to fill some time.
Fallout New Vegas is almost enjoyable as a Visual Novel. It's carried by its writing, and all of its game parts are remembered and enjoyed for how well they serve and contextualise the writing. Nobody would play a game of New Vegas combat in isolation. But for the job it does in New Vegas it's perfect. It's visceral and fun, and integrates the traits which define your guy in written sequences enough to make them feel more broadly present and real. Your guy is medicine man. That's not just a trait you tagged at the start to get dialogue options. It also means your guy can heal better if you get in a fight.
Visual novel is one way to put it, but really what New Vegas is most like is a setting book/bible which you play through. The ideas which make up New Vegas are innately interesting even outside of the game. Being able to play through them is secondary, like a consummation. I've seen it said ITT that the game is only fun once. And I might agree with that. I think it's only really fun to play Fallout new Vegas once while it's all new to you. Then once you've seen a lot (and probably looked up more) you know how it works, you know the possible outcomes of every piece of it, at this point it really is consummation. You can basically plan out a playthrough in your head by plotting the influence of a few key variables and choices. People often write about their playthroughs and how they burn out before the ending. I believe this is natural and not really a mark against the game. I believe that people only try this because of a vestigial stigma against secondary enjoyment of games. Playing New Vegas a second, third, or whatever time is kind of exhausting. Just reading about certain parts of it from above is probably going to be more fun. And there's nothing wrong with that. It is an interesting setting. It's an interesting story. The ideas that make up Fallout New Vegas are cool. People still talk about them today divorced from the experience of playing the game. /v/ threads are more likely to discuss the politics and world of New Vegas than they are the experiences of individual players. Those experiences might have meant a lot to each player and made them care a lot more, but New Vegas is much more than a game you play.
I like New Vegas because it's visceral for an RPG. I also like New Vegas because it's so much more than an RPG. It sheds so much essential (and arguably vestigial) RPG baggage for the sake of realising its ideas that it completely surpasses its genres roots and takes on a life of its own above and beyond any of its contemporary titles.
I also love Fallout 3, but that's another post...