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Hence why you can ask in the base game "what is NCR" like you know nothing about them.
Possible but all viable answers include
1. The courier had amnesia from being shot in the head or the explosion in the divide itself
2. Ulysses simply has you mistaken for a different person
3. Ulysses was the one who did it (hence him being kept alive by the robots in the divide but the courier not being all ♥♥♥♥♥♥ up like Ulysses is from the explosion) and his madness/grief has projected his actions onto you - a figure he can blame and destroy.
4. The courier subconsciously blocked out the memories from the divide as some tend to do in traumatic situations.
After all there is an anomaly about your brain - as is the center of the old world Blues dlc.
5. The courier is a raging drug addict who regularly mixes multiple contradictory drugs (as is evident by about 70% of the player base playstyle, especially considering all the Logan's loophole trait builds there are) and it's either had its toll or simply the courier doesn't care to remember.
Remember to note as a rule of thumb, especially in well written RPGs with lots of dialogue choices, just because you CAN say some dialogue options that hint at something in your past or lack of knowledge about something, doesn't mean your character is bound to that.
For example just because you can tell Bruce Isaac that you've seen him sing in new Reno, doesn't mean that's true for your character unless you pick the dialogue and want it to be true (because maybe you're also lying to stroke his ego?)
It's about the options of role playing your character. Maybe your guy actually knowns nothing about ncr at the beginning of the game, or maybe he knows a lot and simply doesn't ask those questions.
Ashton/Hopeville goes down in flames.
Ulysses is literally shooting the messenger.
In terms of an RPG, no it's not bad writing at all. Being allowed the freedom of roleplay is the main staple of a role playing game, and restricting that like fallout 3 did with the forced back story restricts roleplay heavily.
If it was a movie,maybe you'd have an argument that it's not good writing, but for handling an RPG and allowing people character freedom, it's well done.
What part of purposefully ambiguous don't you understand. It's left purposefully ambiguous so it doesn't ruin the blank slate. Enough variables that it can be completely true or completely false.
And how is morrowind "so much better" in terms of writing for rpg choices and consequences? Morrowind is my favourite game period, but it has little to zero choices in dialogue or quests that actually impact the story in any way.
The story plays out the same way every time, it's already set in stone from the beginning. New Vegas has 4 distinct paths, with tons of variations between that path that consists of the main story. In terms of RPG and role playing, it's not even comparable.
Morrowind is more written like a movie with a set story. New Vegas is written like an RPG that plays out depending on choices made by the player.