Charon121: Aye, the game is hard. They don't make them like that anymore. Being locked out of further conversation because of a wrong dialogue choice is something you're likely to encounter in real life. Also, it actually makes sense that a person can't take more than two shots without suffering a grievous crippling injury or death. The problem is that, while being realistic like that, the game often pits you against a dozen well-armed bandits. Burst fire from a close range often spells death. So you need to resort to tactics, sometimes cheap, exploitative ones, in order to win difficult encounters.
Here's what I'd do to make the game more realistic: eliminate stimpacks altogether and force the character to rely on the First Aid/Doctor skill after combat, or to pay for healing in an infirmary. And restrict the player:enemy ratio to no worse than 1:4, while leaving the combat mechanics intact.
While saving during combat in FO1 is not recommended because it might corrupt your savegame, I've done it a few times in FO2 without adverse effects. This eliminates the need to repeat long combat sequences because the twelfth enemy defeated you, but I use it sparingly. There actually weren't as many difficult combat situations in FO1. Here are the ones I remember:
- the Hub Police vs. Deckard
- you vs. bandits on the farm
- rescuing the BoS initiate
- the Watershed in Necropolis, but only if you don't have a sniper rifle and Small Guns maxed out
There are dozens of difficult enemies in the Military Base and the Cathedral, but by that time you've already acquired the Power Armor, Turbo Plasma Rifle, and put enough points into Energy Weapons so that you can make eye shots with a high probability of success.
Difficult combat situations in Fo1 includes the caravan missions because in rare-ish cases you'll be faced with a Great Mantis swarm or a large crowd of raiders. I know because I experienced both cases. The insect swarm is the worst. At first it seems you'll be ok because they only hit once after moving to you, but you soon notice they all surround you. The next turn they chew you up and you die. What makes it so bad is they work with a single mind, seemingly only attacking you and not the caravaners.
Btw, I was kicked out of the Brotherhood so I never got Power armor or the Turbo plasma rifle. And since I didn't train Laser Weapons, I wouldn't be able to use it anyway. Don't act like everybody will have your experience.
The problem is not everybody is going to have the same experience and/or know what to do. On second run through the game players are going to die much less and have a better handle on it, but not the first time. And it's the first time that can be the game killer for someone. It could be the last time they ever play Fallout and if so it'll be the impression they have years later.
When I played the first time I had no idea what to expect later on. I made conservative choices. I didn't specialize as much because I didn't want to be vulnerable in any particular area of my character and also because I didn't understand the game yet. I didn't know where all the quests were and I didn't know what the implications would be of many of my choices. I wanted to minimize my deaths because I don't like to repeatedly reload. I didn't try something unless I was halfway confident I'd be ok. I play at a calculated pace.
Again, I think this game was made in an era where the expectation was the player will save scum. I think you're playing into that without realizing it. And I think all of it makes it harder for people who're playing for the first time, especially if they're not used to it.
I love realism in games, but too much too quick can turn players away from the game.
Having impossible (or highly unlikely) odds is realistic because it happens in real life. For example, think of those people trapped above the impact zone on the World Trade Center buildings after the planes had hit on 9/11. What're the chances they can get down? Well in one of them ALL of the shafts above the impact zone were destroyed and in many or all cases people did not have the tools to climb on hte outside of the building or into the intense heat of the fires. So essentially they were in an impossible situation and would die.
Impossible odds immerse us, but I think only in small doses. Too much just ain't fun. People don't live in this life to die, they live to accomplish. The threat of death can be thrilling and reinforcing. Many people live life on the edge because somehow the danger makes life more real to them. Maybe this originates from when we were hunter gatherers and warriors defended the tribe from saber tooth tigers and enemy tribes. Desiring danger might be a helpful instinct for a warrior to ensure they enjoy their lot in life. Maybe this urge some people have for danger is a throwback to that. However, the act of dying itself is final and complete. There's no living after you die. So in life it's the threat of death and the desire to accomplish things which makes it so motivating. In games they need to ensure we have that threat always looming over us, but too much dying has the same effect as a single death does in real life - it will keep us from actually playing and enjoying the game. When it happens too often it's no longer just a threat, but a game killer, a motivation killer.
For example, I remember I used to love NIntendo games. I did fairly well. I even solved an arcade game with $10. However, my sister had terrible twitch reflexes and constantly died and she hated those games. See, if we die too much we can't enjoy the game. I died less because I had higher twitch skills. If I died more, I would have hated those games too. I think generally I also played more because I liked all the action and explosions. I had Gi-Joes and played sports. I don't think it's JUST innate skill that determines what we'll enjoy. I'm not sure where nature and nurture meet here, but all I'm saying is my twitch reflexes enabled me to survive more often. I also played FPS shooters when I was a young adult. I played the f*** out of quake 2 with the ActionQuake mod. God that was fun.
Perhaps, and I mean maybe, some of this can be solved by playing the game on easy difficulty. Note that I played the game on normal difficult and I'm not sure if playing on easy would have lessened some of this. If I revamped it all, maybe these random deaths and painful consequences could be more common on the higher difficulties, assuming at least there's some tactics going on.