
They don't just give you a party of 6 amnesiacs who can bumble and fumble their way through the world because they don't know any better. But it is easy, and I think in large part why the Wasteland 2 and 3 stories are weaker than the first two Fallout stories. Novel writers go to great lengths to avoid using this particular crutch because it is overused not only in games, but also other kinds of writing. Both in the storytelling sense as well as the physical sense.

Crutches aren't bad things, they help people do something that they would otherwise not be able to do well.

It requires more of both the writer and the reader/viewer/player. It's much harder to tell a story when the character should have lived in the world and know things about it, but the player does not. It's a crutch because nearly every RPG out there uses it.
Lexicanum wasteland 2 Pc#
Having a fish-out-of-water PC isn't a crutch, it's a basic mode of worldbuilding. So, yeah you can go play 3 right away, but you might run into the same issues you had with 2 in 3. And your characters not knowing them it's handled in the dialogue. There's some characters from 2 that show up in 3 but you not knowing them could be easily explained by your characters being new recruits and not knowing much about the exploits of the rangers in 1. They give you enough recap and the game doesn't rely on you having any 2 experience. It's got some of the same challenges that I mentioned about 2 but it executes better on the story.Īs others have said, you don't need to know 2 to play 3. In any case, if you need a strong story Wasteland 3 is more solid in that regard. The writer doesn't have to consider that none of the rangers that did A may be in the party when they do B. And everything can focus on a single player character and their actions. That simplifies the writing considerably.

They aren't really an amnesiac but they get the same benefit of needing everything explained to them like the player does. The PC doesn't know anything about the world. If I'm being honest, I think Fallout 1/2 leans too heavily on the amnesia crutch. Or maybe the lack of a central player character and instead having a revolving group of player characters lead to a dilution of the writing. I don't know if it's because they were telling a more expansive story or they just didn't have the needed level of writing talent. Unfortunately the writing for Wasteland 2/3 is not up to the standards of Fallout 1/2.
