It really isn't. It's nothing like how persuasion works. RNG works for e.g. shooting because (1) you don't usually show someone lining up the shot (this is where people start complaining about missing in games like AP) and (2) we accept that there can be inherent randomness to how bullets travel.
But what makes speech persuasive is how it's said. The same speech can't be differently persuasive to the same person.
That's not true in the slightest. There are so many thing that go into persuading someone, and what convinces one person doesn't convince the other. How good you are at persuading shouldn't be, "You're so good at persuading, you will always convince this person to agree with you 100% of the time." That's actually pretty dumb. As I said, i's not perfect, but it's still a lot better, imo. But lol@Fallout3, so it's obvious that it's wrong.
FO3 is just a big world game with no substance. Plus it has Little Lamplight so it's worse by default.
That's actually pretty true.
You are literally shouting out dragon speak from your mouth , killing dragons and absorbing their souls. You think no one will know? It is also not about everyone knowing you have it wrong. The people that need to know, know. In Arcanum(which is the best example of reactivity i could find), there is no plot armor. Which means if I kill one of the most important NPC's without me knowing the mission would continue but would take into account what has happened. The reason I am bringing up this point is because the NPC's related to that character would be informed(there is also a news paper system that informs people what is happening around the world.) A selective network of NPCs are reacting to this rather than the full fledged world because that would be insane. House is a good example of this, only a selective group of people react to you killing house.
Bethesda are more concerned with creating actual worlds and landscapes rather than concentration on interaction. In fact most of the RPGS these days are extremely weak at this.Let us not forget, it is not just a matter of the NPC reacting to something but it is also a matter of the character using previous experience to solve these problems.
Let us also give another example of Fallout 3's shallowness. Could you explain to me why if you send a ghoul into purifier it has that affect on him? I thought ghouls are healed by radiation?
It has a lot less to do with literally no one knowing, and a lot more to do with the game world not possibly having a way for literally everyone to know exactly who you are, and which ones saw it, and which ones who would remember exactly what you look like and then recognize you out of all the people that look like you, there are a lot more of them than you'd think, out of literally thousands of people, as Whiterun doesn't have 12 people living in it. It has the upwards of a few hundred thousand, being an actual city and all, and expecting the way it's portrayed in game to reflect that is ridiculous. And as much as you want
As for Fallout 3, it's not my job to explain the dumber points of the plot, nor does it have anything to do with this discussion. Besides, it wasn't just radiation in the room.