>>13864653
>Why are fallout 1 and 2 such amazing games
The devs took significantly more risks with the project and it was made in an era where you could create a game in a shorter period of time with a smaller team. It was also based on tabletop RPGs (in Fallout's case GURPS)
When Fallout was being made 1 guy was working on the engine for a few months. Nowadays you might have hundreds of guys working on a game. When you have so many people working on a single project it dilutes the entire experience and makes it much more generic and bland. This translates in subtle ways you might not notice.
A good example is the game's time limit. Would NEVER happen today. But that was how the story was written by just a few guys and they thought it would make the player more invested in what he is doing and would force you to have to make decisions like letting the Ghouls die to let your Vault live because you aren't good enough at repairing their machines. Nowadays in modern game design they'd make repairing the machines the default option and letting the ghouls die be a subversive edgy option. It's something Todd has said that he prefers his games designed in such a way that he's the hero and that's not how Fallout was intended. It was intended as a game where you legitimately have to make hard decisions.
To hammer this point home even further, Junktown was originally supposed to have ending slides where if you killed Killian and let Gizmo take over, he turns the place into a more successful town built on gambling. Wheras if you let Killian take over he rules over it like a tyrant. Tim Cain said about it that this was reversed to have a more predictable outcome because he felt like it was punishing the player too much. But there's still aspects of the game like this where doing what seems like the default option isn't actually a good idea. Like trying to get water caravans to go to your vault at the start of the game actually alerts the mutants to where your vault is.
>>13864668
>Controls and graphics suck dick
>Combat is clunky as fuck too
>Turn based game with just clicking to move = poor controls
Sorry the game isn't more dumbed down for you anon.
This sort of game design is still done today, it's just the game was slower because it encouraged you to take in the experience and not just rush things. You can see this with everything like how the dialogue requires you to actually pay attention to what you're saying. Unlike in most rpgs where they're designed to encourage you to mash the button so you can skip them because the devs know most players just wanna go back to shooting things mindlessly.