*Combat is awkward but immersive, reinforcing vulnerability rather than power fantasy.*Neither world offers clear good/evil — choices are political, pragmatic, and morally gray.*Both empower the player to shape the narrative or wander aimlessly.*Both worlds feel hostile, mysterious, and dangerous, rewarding curiosity but punishing recklessness.*The ruins of past civilizations dominate the landscape, serving as dungeons and lore hubs.*Both protagonists are foreign to the land, navigating suspicion and hostility.*Movement emphasizes distance and isolation, reinforcing the lone wanderer theme.*Science fiction tech & Magic — both are systems of power beyond mundane weapons.*Both emphasize resource scarcity and survival through trade and scavenging — at least early game before you break the economy with various methods.
>>3886440They're hardly comparable games. Morrowind is a real-time action RPG with dialogue being just info reads with gameplay being the fulfillment of fairly simple tasks and immersive wandering and exploration.Fallout is a turn-based isometric RPG with immersive dialogue trees, reactive quest structure, and 'exploration' beginning and ending with the player's obsessive compulsion to check every container on the map for loot.
>>3886443You don't understand. They both had a rope bridge!
>>3886440
>>3886440true
>>3886440morrowind doesn't have guns...
>>3886445This. OP is an retort.
>>3887041A spell is just a bullet fired from the gun of your mind
>>3887988damn...
>*Neither world offers clear good/evil — choices are political, pragmatic, and morally gray.Fallout is black and white. There's good and evil and a karma meter that reflects as much. Their original intent of "Actually Killian is the fascist and Gizmo is better for Junktown" got cut because it wasn't properly telegraphed.