Deconstructing Fallout 3: Blood Ties

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements. We’ll start with the story quests.


I LOVE “Blood Ties.” I think it’s the best quest in Fallout 3. I think the reason for that is because it’s the closest thing to a Fallout 2 quest in the entire game. The premise is a bit silly, but meaningfully fleshed out through dialogue and written exposition. Still, “Blood Ties” has a great sense of progression and discovery; this ensures that the more you learn and investigate, the better your chances of reaching the best ending. Story aside, it succeeds as a great, traditional RPG quest; combat is completely optional, the ending has a lasting impact on the game, and “Blood Ties” has (in my opinion) the single greatest skill check in all of Fallout 3. Continue reading

Deconstructing Fallout 3: Difficulty Curve

Deconstructing Fallout 3


Fallout World Map

From a design perspective, one of Fallout 3’s biggest hurdles was managing the difficulty curve in an open world. Fallout and Fallout 2 addressed this by placing Vault 13 and Arroyo in the far north while crafting a narrative that relied on unlocking the location of new, more difficult settlements. In terms of structure, these games also benefited from a timer, discouraging players from exploring the vacant wasteland in favor of following the story.

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Deconstructing Fallout 3: Tenpenny Tower

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements.


Fallout Tenpenny Tower

You know what? “Tenpenny Tower” is a good quest. It’s well structured, it’s got some great roleplaying options to expand your character, and it has three major endings, each of which has a noticeable impact on a prominent trading hub. Unfortunately, the entire quest falls apart after it has been completed.

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