For example, Fallout 4's main quest features four factions to choose from, but each choice sets the player down a rigid and inflexible path that doesn't differ between playthroughs. Having multiple ways to complete quest lines enhances the quality and depth of quests, and knowing that multiple alternatives are available gives more weight to the player's decisions. These radiant quests feel lifeless and antithetical to an immersive experience. Fallout 4 has a noticeable lack of unique quest lines and instead offloads much of its content onto radiant quests, infinitely looping semi-randomized quests that consist of killing targets or fetching items and returning for a reward. The main quest suffers heavily from this, and the bulk of the story is a series of combat missions, with little room for diplomacy or resolving conflicts through means other than violence. Quests that feature interesting premises usually end up resolving their storylines by sending the player to clear a location of enemies. In contrast, Fallout 4's side quests are often reminiscent of looter shooters in that players must clear out a location or fight their way through a linear dungeon and then collect a reward. These kinds of obscure yet logical connections lend more value to the player's choices. Another way that New Vegas does this is with its skill check system, where proficiency with certain skills unlocks new ways to resolve quests. For example, the player could unlock secret dialogue options with characters because they learned a crucial piece of information from another character earlier in the game. One approach is having quests react to the player's actions in ways that may not seem obviously connected at first. Though not an easy task, Fallout: New Vegas succeeds at this in many ways. The flip side of giving players freedom, however, is having to account for as many of the potential decisions players could make as possible. The result is the stifling of role-playing opportunities and interesting pathways through quests for the sake of preserving the game's content. While Fallout 3 features this to an extent, Fallout 4 doubles down on essential NPCs to the point that almost every NPC remotely tied to a quest is invincible. Players are free to break any quest lines they choose, showing that the developers entrust players to take responsibility for their own actions. In the first two games, as well as New Vegas, there are no essential NPCs whatsoever (except Yes Man in New Vegas), and the experience is more immersive as a result. Another way that older Fallout games allowed freedom is by leaving out essential characters.
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