Yeah, as I've mentioned, I often find CRPGs just a bit too long to suit my tastes and gaming patterns these days. I'm often drawn in by the sense of exploration and possibility at the beginning and kept interested by the story and the sense of gradually growing power and ability but by the end of the game, a couple of things have often happened:You've summarized some of the reasons I never finished Fallout 2, but I'm not sure some of that hasn't been a problem I've had with most CRPGs since, well, ever. Its why I try not to even buy them anymore.
This is generally the issue for me, and why I (fr´ex) left Pillars of Eternity somewhere early in White March chapter 2. It doesn´t help that I tend to go completist in the early stages and want to do every sidequest ever.2) So much has happened, there have been so many subplots and side-quests, and you've been playing for so long, that the story itself has lost a lot of its urgency and tension.
I sometimes wish that more developers would challenge the apparently widespread idea that CRPGs should be 60-80 hours long, as opposed to 25-30. Even in a best-case scenario, when the content is mostly worthwhile and engaging, that's a hell of a lot of time to sink into a single computer game, that's inevitably going to bog the story down. And most of the time, let's be honest, a lot of it's just generic and repetitive fetch-quest stuff that doesn't add anything interesting to the world or story but just exists to stretch the play-time out.This is generally the issue for me, and why I (fr´ex) left Pillars of Eternity somewhere early in White March chapter 2. It doesn´t help that I tend to go completist in the early stages and want to do every sidequest ever.