Why are post-apocalyptic worlds always run down, gritty, dirty and always involve a desert of some sort?
When a city in ancient times is sacked by a conquering army, it is rebuilt, and sometimes better than before. When a house is burnt down, it is demolished and a new one (and most of the time, one that is better) is built on top of its ashes.
In Fallout's world, the bomb dropped half a decade before the protagonist emerged from the vault. 50+ years is more than enough for society to rebuild, especially with our current knowledge and technology (even more so with Fallout universe's technologies). This is taking into account the effects of radiation too.
Nagasaki was rebuilt in 5 years, and re-population took approximately half the time (shoot me if I got this one wrong). So unless if the game is set directly after the apocalypse, I don't see why towns and cities need to exist in a run-down state, with people fighting "just to survive".
One more thing that I keep having problem with is the value of firearms in a post-apocalyptic world. Guns, especially well manufactured ones, would be extremely precious in that kind of a setting. Manufacturing and maintenance of ammunition and guns would be a lucrative business, and gunsmiths would be highly respected (and protected) people in towns and villages.
In Fallout, and in fact most post-apocalyptic settings, firearms are treated as common commodities. Why are there no "family guns" passed down from generations to generations (well maintained guns can last for a very long time), which you can only acquire either by stealing (which would make bounty hunters come after you to retrieve the gun) or killing the owner? In such a world I would imagine "new" guns would be hard to come by, and good ones are almost never surrendered or sold.
Wouldn't that make interesting quests too, with real moral dilemmas? Imagine a person sending you out in a quest to track down his stolen rifle, and you begin the quest by talking to underworld fences, tracking it from buyer to buyer, only to discover that it is sold (or retrieved) by its original owner, and that your quest giver is just a thief (at least, according to the current owner).
It is then left to the player's own judgement on who is telling the truth, which required the player to make a decision that is neither good or bad - it is merely a decision that the player makes according to his own judgement.
When a city in ancient times is sacked by a conquering army, it is rebuilt, and sometimes better than before. When a house is burnt down, it is demolished and a new one (and most of the time, one that is better) is built on top of its ashes.
In Fallout's world, the bomb dropped half a decade before the protagonist emerged from the vault. 50+ years is more than enough for society to rebuild, especially with our current knowledge and technology (even more so with Fallout universe's technologies). This is taking into account the effects of radiation too.
Nagasaki was rebuilt in 5 years, and re-population took approximately half the time (shoot me if I got this one wrong). So unless if the game is set directly after the apocalypse, I don't see why towns and cities need to exist in a run-down state, with people fighting "just to survive".
One more thing that I keep having problem with is the value of firearms in a post-apocalyptic world. Guns, especially well manufactured ones, would be extremely precious in that kind of a setting. Manufacturing and maintenance of ammunition and guns would be a lucrative business, and gunsmiths would be highly respected (and protected) people in towns and villages.
In Fallout, and in fact most post-apocalyptic settings, firearms are treated as common commodities. Why are there no "family guns" passed down from generations to generations (well maintained guns can last for a very long time), which you can only acquire either by stealing (which would make bounty hunters come after you to retrieve the gun) or killing the owner? In such a world I would imagine "new" guns would be hard to come by, and good ones are almost never surrendered or sold.
Wouldn't that make interesting quests too, with real moral dilemmas? Imagine a person sending you out in a quest to track down his stolen rifle, and you begin the quest by talking to underworld fences, tracking it from buyer to buyer, only to discover that it is sold (or retrieved) by its original owner, and that your quest giver is just a thief (at least, according to the current owner).
It is then left to the player's own judgement on who is telling the truth, which required the player to make a decision that is neither good or bad - it is merely a decision that the player makes according to his own judgement.