Fallout 5: 10 Biggest Items Fans NEED To See
4. Make Sure Actions Have Consequences
For the player to genuinely feel like their decision-making is important to the story, the game must provide often unalterable consequences to various actions.
This is something that has been a hallmark of the Fallout series from the very beginning. Fallout 1 gave the character 100 in-game days to install the water chip. And while a workaround existed to allow the player to bide more time, once that timer hit zero, the game would instantly end.
Likewise, Fallout 3 forced the player to make difficult choices with lasting repercussions. For example, in the excellent 'Tenpenny Tower' quest, the player must choose whether or not to help a group of ghouls who are being denied access to the tower on purely discriminatory grounds.
Even if the player attempts to appease both sides by convincing the citizens to share the settlement with the ghouls the outcome will ultimately lead to the human characters being massacred by the ghouls.
Many complained that quests containing unalterable implications were less frequent in Fallout 4, with the player feeling less important in the grand scheme of things as a result. This should be remedied in future titles to bring the player back to the forefront of the game.