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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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*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.
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>>3886440
They'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.
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>>3886443
You don't understand. They both had a rope bridge!
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>>3886440
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>>3886440
true
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>>3886440
morrowind doesn't have guns...
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>>3886445
This. OP is an retort.
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>>3887041
A spell is just a bullet fired from the gun of your mind
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>>3887988
damn...
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>*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.



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