Game Finishes After Final Boss? You're Joking right!

Post » Sun Dec 05, 2010 5:19 am

If it was a book or movie I'd agree. However, when you invest that much time and effort into a character in a world so open and huge, only to be told at a certain point "Ok we devs have decided you are done playing. NOW GO AWAY!" it is more than a small slap in the face. It is made even more harsh by how simple it would be to just allow us to keep exploring if we wanted to.

It's an affront to the customers on the level of being given the bird and told to get lost. That doesn't bother you?


Not if it is a good ending....FO3's original ending was not at all fulfilling, hence the pressure for a fix that became BS. If they have come up with a worthy ending, I'm fine with the game ending. It's not like gamesas sends a ninja to your house to smash your disc with a hammer once the credits roll...you can always start a new game. Some form of New Game+ would have been nice though.....but they knew someone here would whine that the extra skill points, ect granted made the next game "too easy" so they saved themselves the trouble.
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Matthew Barrows
 
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Post » Sat Dec 04, 2010 11:39 pm

I haven't played New Vegas and I never beat Fallout 3, but sign me up for letting the game continue after the end. Why?

There's a difference between games like Fallout 3 and New Vegas and say... Dragon Age Origins or Knights of the Old Republic. The main idea behind Fallout (other than RPG staples like character development and story) is exploration. That's why there's a blank map at the beginning with random towns and cities littered throughout to discover. That's why there's weapon crafting where you need to find specific plans and parts. That's why there's a big empty wasteland out there and you have to find the places before you can quick travel, they want you to explore.

It's the type of game that lends itself to being open-ended before and after the main quest is finished, because the main quest is really just a long, glorified quest like any other. It ends and you continue making further marks in the world. Assuming of course, the main quest is such a story changer you can't come back from it... but I don't know, like I said I haven't played New Vegas or even beat 3.


Does the game really let you know when you're about to enter the "point of no return" in the main quest? Cause that's good enough for me lol.
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adame
 
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Post » Sun Dec 05, 2010 8:27 am

All i want is for bugs and glitches to be fixed, and to be allowed to play after endgame, i wanted to be able to explore more and see the effects of my final actions. Please dont hate on all of us who want to play after the endgame. It saddens me to see all my time put to waste. As for the notification in-game about not being able to return... i didn't read it thoroughly enough to see it actually meant the game will end for good.
Ol' Gregg- rest in peace, bethesda killed you with the endgame.
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Trent Theriot
 
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Post » Sun Dec 05, 2010 6:19 am

I haven't played New Vegas and I never beat Fallout 3, but sign me up for letting the game continue after the end. Why?

There's a difference between games like Fallout 3 and New Vegas and say... Dragon Age Origins or Knights of the Old Republic. The main idea behind Fallout (other than RPG staples like character development and story) is exploration. That's why there's a blank map at the beginning with random towns and cities littered throughout to discover. That's why there's weapon crafting where you need to find specific plans and parts. That's why there's a big empty wasteland out there and you have to find the places before you can quick travel, they want you to explore.

It's the type of game that lends itself to being open-ended before and after the main quest is finished, because the main quest is really just a long, glorified quest like any other. It ends and you continue making further marks in the world. Assuming of course, the main quest is such a story changer you can't come back from it... but I don't know, like I said I haven't played New Vegas or even beat 3.


Does the game really let you know when you're about to enter the "point of no return" in the main quest? Cause that's good enough for me lol.

Yeah it tells you before hand. I havent beaten the game yet so cant personally say how good the ending(s) is/are.

But playing after the ending isnt feasible because they either code every single possible ending or they ruin the ending with a poor DLC. Also every Fallout game has had a definite ending.
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Anna S
 
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Post » Sun Dec 05, 2010 9:23 am

Yeah it tells you before hand. I havent beaten the game yet so cant personally say how good the ending(s) is/are.


The ending is awesome. It's a true Fallout ending, which details the impact of your actions and includes subquests, and not like that fecal material we got in FO3's "ending."

I am very satisfied with it.

But playing after the ending isnt feasible because they either code every single possible ending or they ruin the ending with a poor DLC. Also every Fallout game has had a definite ending.


Fallout 2 allowed you to play after the end, but it was more of a joke. They even gave you a Fallout 2 hint book that gave you 10k XP and 350% skills every time you read it! :P
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Jessica Lloyd
 
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Post » Sun Dec 05, 2010 8:47 am

Fallout 2 allowed you to play after the end, but it was more of a joke. They even gave you a Fallout 2 hint book that gave you 10k XP and 350% skills every time you read it! :P
Exactly.
There were one or two additional quest I think (possibly more?), but you had to have beaten the game. One was to return to Vault City and access the Vault mainframe.

**What about a mod that puts the FO:NV hintbook near the very end, and have it do the same with XP and skills. :laugh:
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Emerald Dreams
 
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Post » Sun Dec 05, 2010 3:58 am

I wouldn't mind DLC or more likely an expansion pack that takes the game 5 years down the road and you get to see the effects of all your choices.
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Amy Smith
 
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Post » Sun Dec 05, 2010 2:46 am

Exactly.
There were one or two additional quest I think (possibly more?), but you had to have beaten the game. One was to return to Vault City and access the Vault mainframe.

**What about a mod that puts the FO:NV hintbook near the very end, and have it do the same with XP and skills. :laugh:


Make it wild wasteland only and we might have something here.
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Rachie Stout
 
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Post » Sun Dec 05, 2010 4:41 am

i think the ending was satisfying i know my actions effected the world and that my character lived happily ever after, he is also saved in front of mr house before the final mission so i can start the dlc with him when it comes out
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Erika Ellsworth
 
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Post » Sun Dec 05, 2010 12:50 am

Not sure what the issue is. I mean, if people want to keep playing, experience the ending, as it were, what's the problem? You want a final ending like now, don't buy whatever dlc enables free play. Besides those who cry for one ending cry about Broken Steel, the dlc that enabled free play in fallout 3, which means there's a good chance you'll complain about whatever they release for new vegas, so have some self control and just don't [censored] buy the dlc and the discussion ends.
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Honey Suckle
 
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Post » Sun Dec 05, 2010 7:21 am

Actually it would be better if it had no main quest at all. Like Mount and Blade. That game rocks, I think I've wasted about 600 hours on it. That way you can truly 'play' any 'role' you want because there is no origin or narrative forced upon you.
You can use...


YOUR IMAGINATION
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Jonathan Braz
 
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Post » Sat Dec 04, 2010 10:45 pm

Actually it would be better if it had no main quest at all. Like Mount and Blade. That game rocks, I think I've wasted about 600 hours on it. That way you can truly 'play' any 'role' you want because there is no origin or narrative forced upon you.
You can use...

YOUR IMAGINATION
Its just not fun that way. :(
I would want a frame work for my imagining; a foundation to build on ~so to speak.. Else its just running around playing "Lets Pretend".
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Czar Kahchi
 
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Post » Sun Dec 05, 2010 7:48 am

While that may or may not be true, it was not a mistake. It was a design feature.

A design feature that some of us consider a mistake. "Enders" have their point of view and "Freeplayers" have theirs. Both sides can argue till they are blue in the face and then pass out into a pool of their own filth and it will make zero difference to the other side.

I don't like endings or caps in games like Fallout. That's my opinion. I'm not sorry for it.
Some of you guys do. That's cool too. Just don't argue your side and expect me not to argue mine.

The bashing (both ways) is getting a bit annoying so I'm out of the thread now. That isn't directed at Killian who I quoted above. Just in general to everyone. You guys have fun :D
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hannah sillery
 
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Post » Sun Dec 05, 2010 9:02 am

First thing's first,Who ever said,to have a definitive ending to a sand box RPG is a moron,gtfo.
I honestly was looking forward to continuing the game after I beat the game, it's not so much that I want to unlock more of those moronic pictures for my slide show of justice,but to be able to troll around,searching new places,looting different people all with my arsenal of super rare weapons the fact that the DLC that continues the story line won't be available for months is hard enough to hear. But to add on the dike slap in the face of having to recreate another character after I went through all of that? Tragic Tragic!

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Hayley Bristow
 
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Post » Sun Dec 05, 2010 1:53 am

A lot of crying about this. Roll another character and don't finish the main quest.
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Dustin Brown
 
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Post » Sun Dec 05, 2010 10:48 am

The game is very forthcoming on when it ends. It would also be very odd to run though the wastes with one of the factions completely removed.

Example:

SPOILER!




Say you attacked Hoover Dam and wiped out the NCR there. You're telling me you wouldn't mind being attacked everywhere you go and/or having a vast area of nothingness?
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Prohibited
 
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Post » Sun Dec 05, 2010 1:58 am

To be honest, I found the ending very satisfying, the bossfight just as much, you could fight or talk, I prefered the talking option.

And the slides were beautiful.
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Lauren Denman
 
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Post » Sat Dec 04, 2010 11:52 pm

The game is very forthcoming on when it ends. It would also be very odd to run though the wastes with one of the factions completely removed.

Example:

SPOILER!




Spoiler
Say you attacked Hoover Dam and wiped out the NCR there. You're telling me you wouldn't mind being attacked everywhere you go and/or having a vast area of nothingness?




dude like this


[ spoiler ] [/spoiler] take the spaces out from the [] ok?

Spoiler
see?


or use the code tags [code ] [/code]
but replace code with spoiler.
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Tracey Duncan
 
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Post » Sun Dec 05, 2010 4:00 am

Games end.
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Harry-James Payne
 
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Post » Sun Dec 05, 2010 5:30 am

Actually it would be better if it had no main quest at all. Like Mount and Blade. That game rocks, I think I've wasted about 600 hours on it. That way you can truly 'play' any 'role' you want because there is no origin or narrative forced upon you.
You can use...


YOUR IMAGINATION


Agree, M&B was awesome, however warband was not so good. I liked P.O.P mod.
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Tyler F
 
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Post » Sun Dec 05, 2010 3:49 am

I was sorely dissapointed when I heard this news.

How could they do this again after they even admitted it was a mistake last time??
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Beat freak
 
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Post » Sun Dec 05, 2010 6:49 am

Im glad this game is going to have an ending that shows what impact I had. Im just going to make sure I explore as much as I can before I finish the game.
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helliehexx
 
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Post » Sun Dec 05, 2010 1:56 pm

Im glad this game is going to have an ending that shows what impact I had. Im just going to make sure I explore as much as I can before I finish the game.

:foodndrink: Same here; and when the game is done, I'll come back to it and roll a new PC with different traits and attitude.
NV has returned to its roots in making this choice, and is IMO far better for it.
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*Chloe*
 
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Post » Sat Dec 04, 2010 11:40 pm

I was sorely dissapointed when I heard this news.

How could they do this again after they even admitted it was a mistake last time??

And here's where you have this wrong.

The devs of Fallout 3 said it was a mistake to have it end how it did. Therefore, it was a mistake in Fallout 3. (Even though I think Broken Steel was more of a mistake than the original ending).

It IS NOT a mistake in Fallout: New Vegas on the other hand. In fact, it should have the ending it has because the main story has much more of an impact than Fallout 3's story.
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Red Sauce
 
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Post » Sun Dec 05, 2010 1:29 pm

The mistake (as I read it), was ironically like the original (where they made the exact same mistake :laugh:)
*NPC companions were an afterthought. In FO1 this caused the AI to be a bit rough, and they could open locked doors for the PC (that should have stayed locked), and block him into a corner (requiring a reload :banghead:) ~or just shooting in the back sometimes (having no restriction for the PC being in the line of fire) . With FO3 the end made no sense when you had Fawkes with you.
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Prue
 
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