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

Post » Sat Dec 04, 2010 7:14 pm

don't bother about this problem there is mode to bypass this problem like it was with fallout 3 :)
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Lilit Ager
 
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Post » Sat Dec 04, 2010 1:39 pm

In Fallout 2 you could still wander the wastes after the end of the game, and all the random NPCs shouted praise about you for defeating the enclave. I'm okay with minimal effects being shown, I want to beat the game, have my greatness acknowledged atleast in some way, and be able to exlpore the wastes with my maxed out character, because that is exactly what Fallout has me used to doing. I don't see how it's even an option to end the game in the Fallout series. I know 3 did it, but I figured since Obsidian was making it there'd be more stuff from the original, which there is, but I figure that'd play out it the ending, which apparently it doesn't. - We're mad because we had it before, and it was taken away from us. For those of you who are here, playing this, because of Fallout 3, the people who come into my game store and tell me they "liked the first one", but are referring to 3, you may be used to it, but those of us who played the first ones, want to be able to exist in the wasteland regardless of what event we may have triggered.

In Fallout 2 after you beat the game, a monk would even give you an in game strategy guide that gave you 10,000 experience everytime you use it. So, you could wander around with maxed out skills, which was fun.









So far, I killed Caesar in his fort just for funsies, story line didn't call for it or anything yet, and no one but random NCR troopers have said anything about it, which kind of disappoints me.
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Neliel Kudoh
 
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Post » Sat Dec 04, 2010 11:37 pm

I don't think a single DLC will be enough to cover all of the possibilities you have after you beat the game. There are too many choices, and too many huge changes described in the epilogues, all different depending on how you played it.
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Marcin Tomkow
 
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Post » Sat Dec 04, 2010 11:40 pm










So far, I killed Caesar in his fort just for funsies, story line didn't call for it or anything yet, and no one but random NCR troopers have said anything about it, which kind of disappoints me.



I did too.

Walk in door with Mini gun + faster firing upgrade. loaded with AP ammo.
burrrrrwwwwweeeeeeeeeeeeee *goes def*
Boone fires of Anti mat rifle with flame rounds!

Loots body's, walk away.
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ILy- Forver
 
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Post » Sat Dec 04, 2010 1:16 pm

Snip
In most RPG games the focus isn't (usually) on gunning down enough bad guys to "win" but rather how you develop your character and the choices you make. Hence the RP in RPG. The game itself is simply the means by which you do this and is rarely the primary motivator.

Fallout has become a hybrid of both RPG and FPS (and done quite well mind you) but many of us still love the RPG side a lot more. Heck I use VATS 95% of the time simply because it feels more RPG than FPS. I don't give a radscorpion's left teeter whether I can shoot a bad guy or not. It's all about whether my character can shoot the bad guy or not. Those of us that really get into our characters to that degree and spend hours on them are quite simply appalled at the idea of not being able to play them any more. Sure we can start a new one and do it all again in a different way (which is fun) but that just isn't the same.

I keep hearing how Broken Steel broke Fallout 3 and that just floors me. I don't even want to play Fallout 3 without Broken Steel loaded because I know I won't be able to continue past the end. One of my favorite things to do (even now) is to load up my completely finished game and wander around the wasteland doing whatever I want.

In short:
FPS is all about the game.
RPG is all about the character.
In a hybrid like Fallout: New Vegas when the game gets in the way of the character it is a problem for the RPG lovers.


Your wrong it only a handful of games that don't have an ending what ever they are RPG, FPS etc. To my knowledge they are all ones with a) no real choices, (IE do X or do Y you get the end result ok you might get item W instead of Z but that it) and B) the main quest/storyline is ****** (at lest the end parts of it).
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Dominic Vaughan
 
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Post » Sat Dec 04, 2010 4:54 pm

In short:
FPS is all about the game.
RPG is all about the character.
In a hybrid like Fallout: New Vegas when the game gets in the way of the character it is a problem for the RPG lovers.


Here's the thing. I've played RPGs (pen & paper, SSI Gold Box D&D computer games, console RPGs from SNES til now, etc). I like making interesting characters and playing them. I play FPS's much less.

And the vast majority of digital RPGs I've played have ended. No free play, no continuing on, just The End. It's completely normal and expected for me that this will happen in an RPG.

This is why I don't understand why people get so worked up over the fact that FO:NV (and FO3) ends. Because there's nothing strange about it to me.

I'll tell you the other completely normal thing I've seen playing computer RPGs for a couple decades now..... stopping before the final quest and running off to do sidequests and explore anywhere you haven't yet. Nearly every console RPG I've played sticks up a huge sign saying "Hey, once you go past here, there's no going back. Anything else you wanted to do first?"


So don't imagine it's just FPS players who don't have an issue with this whole "OMG End!?!?!" thing. RPG players are quite used to it.


I keep hearing how Broken Steel broke Fallout 3 and that just floors me. I don't even want to play Fallout 3 without Broken Steel loaded because I know I won't be able to continue past the end. One of my favorite things to do (even now) is to load up my completely finished game and wander around the wasteland doing whatever I want.


Broken Steel: 1) added more level cap, which destroys the game balance. 2) added more perks, which destroys the game balance. 3) adds more plot after the Final Dramatic Scene at the purifier, which destroys the significance of your (badly plotted) "sacrifice". 4) added truly boring and annoying "bullet sponge" enemies in an attempt to provide more "difficulty".

All in all, it's a lousy DLC, and I don't bother with it anymore.


As for "wander around the wasteland doing whatever I want".... My first game, I played through it, did a bunch of sidequests, did the main quest, and "finished" the game at around 25 hours because I really wanted to see what the ending was and didn't want to put it off any longer. I then reloaded the save I made prior to launching the Final Mission, and spent another 50+ hours enjoying that character and....

....wandering around the wasteland doing whatever I wanted.

This is why I don't understand the problem.

Because I didn't have one.

As a long-time "RPG player".

:shrug:
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Eduardo Rosas
 
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Post » Sat Dec 04, 2010 5:22 pm

I would welcome freeplay after the game ended.

I don't really understand the snarky responses about how people don't want to be forced to continue playing after a game's end. After the credits roll, you know you beat the game, and can go make your new character. You're not forced to do anything at all if you are brought back into the game... but the opposite is true if you are forced back to the title screen after the credits, and had wanted to explore more.

I don't really see "freeplay" being at the top of the developer's To-Do lists, as it's not really a money-maker. They probably will EVENTUALLY come out with after-game content.

The advantage of unlocking freeplay, however, is the fact that Bethesda's games have a very, very rich modding community, and this would give that community a lot of freedom in making the game much more enjoyable at end-game. One poster commented that having the game respond to your choices after the end-game would be very difficult to do, but this just isn't true if you've got a small team of players out there who are hellbent on making it happen. If you play XBox or PS3, you're kinda screwed and have to depend on DLC, but if you've got the PC version, then there's an entire wealth of content you've not found or explored. Quests and new storylines, new factions, new equipment, new dialogue -- all often FAR more involved than DLC.
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Milad Hajipour
 
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Post » Sat Dec 04, 2010 10:27 pm

I would welcome freeplay after the game ended.

I don't really understand the snarky responses about how people don't want to be forced to continue playing after a game's end. After the credits roll, you know you beat the game, and can go make your new character. You're not forced to do anything at all if you are brought back into the game... but the opposite is true if you are forced back to the title screen after the credits, and had wanted to explore more.

I don't really see "freeplay" being at the top of the developer's To-Do lists, as it's not really a money-maker. They probably will EVENTUALLY come out with after-game content.

The advantage of unlocking freeplay, however, is the fact that Bethesda's games have a very, very rich modding community, and this would give that community a lot of freedom in making the game much more enjoyable at end-game. One poster commented that having the game respond to your choices after the end-game would be very difficult to do, but this just isn't true if you've got a small team of players out there who are hellbent on making it happen. If you play XBox or PS3, you're kinda screwed and have to depend on DLC, but if you've got the PC version, then there's an entire wealth of content you've not found or explored. Quests and new storylines, new factions, new equipment, new dialogue -- all often FAR more involved than DLC.

Truly Agree sow that's why i am sticking only to PC platform :)
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Kyra
 
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Post » Sat Dec 04, 2010 2:59 pm

I think its a big deal to most because theres not much incentive to finish the game if you don't get to keep and use what you got after a certain point, since if you finish the game your choices are either go back to an earlier save or start a new char but then all the stuff you got from the point of no return to the end is lost, about the only reason to finish the game would be to see the final cutscene.


Given how the final cutscene is based heavily on the actions you took in the game, that's a pretty good reason to go do the ending. :P

I don't really understand the snarky responses about how people don't want to be forced to continue playing after a game's end. After the credits roll, you know you beat the game, and can go make your new character. You're not forced to do anything at all if you are brought back into the game... but the opposite is true if you are forced back to the title screen after the credits, and had wanted to explore more.


The problem I have with freeplay is that to properly do it justice, you'd need to have a lot of new content to represent what's changed - say you sided with Caesar. All those NCR positions should be gone gone gone.

Otherwise you get something like Mass Effect 2 or Fallout 2, where yeah, you can play on after the end, but there's no reason to do so, since most of the quests are already done and the only thing left is to farm random encounters for lulz and hear about how Vault City and Reno love that you've nuked the Enclave.

Freeplay worked in Fallout 3 because the "main quest's" completion didn't change particularly much. Even putting the virus in only made some beggars sick, and either way, the only difference is a few new quests and some barrels of water around. In New Vegas, the changes as a result of backing one side or another are tremendous and far too huge to portray in anything but a full on sequel.

Old school Fallout fans will remember the ending slide for Shady Sands in Fallout 1 - how it formed the NCR. We had to wait until Fallout 2 to properly see how things had changed.

I don't really see "freeplay" being at the top of the developer's To-Do lists, as it's not really a money-maker. They probably will EVENTUALLY come out with after-game content.


I rather doubt that myself. They content they come out with will likely end up being something you can do at any time in the main quest, but not afterwards. Obsidian made a conscious decision to not allow Freeplay after the end despite Broken Steel, and they did it for a reason.
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Nitol Ahmed
 
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Post » Sat Dec 04, 2010 7:28 pm

Broken Steel: 1) added more level cap, which destroys the game balance. 2) added more perks, which destroys the game balance. 3) adds more plot after the Final Dramatic Scene at the purifier, which destroys the significance of your (badly plotted) "sacrifice". 4) added truly boring and annoying "bullet sponge" enemies in an attempt to provide more "difficulty".


QFT. It is very approriately named, atleast :lmao: And proves that you shouldn't listen to the loudest group of people. Please no "Broken Steel" for New Vegas, stick with your intended design :)
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Jesus Duran
 
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Post » Sat Dec 04, 2010 6:42 pm

Old school Fallout fans will remember the ending slide for Shady Sands in Fallout 1 - how it formed the NCR. We had to wait until Fallout 2 to properly see how things had changed.


Excellent point.
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Niisha
 
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Post » Sat Dec 04, 2010 8:32 pm


Obsidian made a conscious decision to not allow Freeplay after the end despite Broken Steel, and they did it for a reason.


Yep, so they can sell you DLC later on to allow you to play after the end. I mean come on, its fairly transparent isn't it?

I really don't see what all the hype was over this definitive ending with a slide show. I felt rather "meh" about the whole thing. There weren't any 'shocking' or drastic changes that came about. It really wasn't all that much different from the end of FO3, except I wasn't dead, which made not being able to play on make even less sense.
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Bedford White
 
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Post » Sun Dec 05, 2010 12:23 am

Yep, so they can sell you DLC later on to allow you to play after the end. I mean come on, its fairly transparent isn't it?


The only way I can see them releasing a Broken Steel-like DLC for New Vegas is if their hands are forced in the matter in order to please the loud knuckleheads begging for it.

Unfortunately, that's probably exactly what's going to happen if people keep whining. Then we'll get a level-cap increase and the ability to make pointless, god-like, perfect characters all over again. :(
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Kara Payne
 
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Post » Sat Dec 04, 2010 9:27 pm

Then we'll get a level-cap increase and the ability to make pointless, god-like, perfect characters all over again. :(


Pretty much can now. I even lowered my Int all the way down (dunno if it effects skill points allotted like it did before or not) and still ended up with more skill points and skills maxed than I could ever need. Rose colored glasses are awful strong around these parts, of course that is no surprise though.

I've enjoyed NV so far, but I don't get where all this raging hate for FO3 comes from. Kinda pathetic really.
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stevie trent
 
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Post » Sun Dec 05, 2010 3:51 am

Pretty much can now. I even lowered my Int all the way down (dunno if it effects skill points allotted like it did before or not) and still ended up with more skill points and skills maxed than I could ever need.


So you're telling me you maxed every skill to 100 and every SPECIAL stat to 10 in New Vegas? I find that hard to believe.

Rose colored glasses are awful strong around these parts, of course that is no surprise though.


Crap argument, if you're referring to loving Fallout 1 and 2. How can one be nostalgic for games that they still play regularly and enjoy just as much as when they came out?

I've enjoyed NV so far, but I don't get where all this raging hate for FO3 comes from. Kinda pathetic really.


It's not pathetic at all. Bethesda screwed up with Fallout 3 by giving the player the ability to easily create a jack-of-all-trades character. Beyond that, they didn't really "get" the Fallout universe in depth, only superficially. The plot was nonsense as well, and pretty much a watered down rehash of Fallout 2. And the dialog was poor, though still better than anything in an Elder Scrolls game.

The only reason Fallout 3 received such high praise is because the mainstream public just doesn't know much about where the series came from or how things should ideally be.
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rolanda h
 
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Post » Sat Dec 04, 2010 6:05 pm

So you're telling me you maxed every skill to 100 and every SPECIAL stat to 10 in New Vegas? I find that hard to believe.


Do you need to? I never did in FO3 either, but you certainly can become a "pointless, perfect, godlike character" long before every skill and SPECIAL is maxed out. Was it even possible in FO3? Don't really care if you can or not btw.



The only reason Fallout 3 received such high praise is because the mainstream public just doesn't know much about where the series came from or how things should ideally be.


Ah, I see, its the "XYZ ruined my special niche fanclub ABC by making it popular, i hates them" routine. Never mind then...
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Carolyne Bolt
 
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Post » Sun Dec 05, 2010 12:56 am

Ah, I see, its the "XYZ ruined my special niche fanclub ABC by making it popular, i hates them" routine. Never mind then...


Not really, I'm just stating an objective fact. Ask most Fallout "fans" today about anything other than Fallout 3 and beyond, and they'll give you a blank stare.
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Juan Cerda
 
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Post » Sat Dec 04, 2010 10:55 pm

Just where in the hell does this come from? You know, once upon a time, every game had an ending! And the wildest thing about it was that nobody [censored]ed because that was just the way it was. You got the best gear right near the end, you killed the boss, and everything... ENDED. Start over.

While I like being able to continue in an open world after finishing a primary quest, I don't demand that ability in my games.

I really, really, really hope that none of the DLC for this game changes the fact that there is a final, distinct, irrevocable END.
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Alexandra Ryan
 
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Post » Sun Dec 05, 2010 4:08 am

I really, really, really hope that none of the DLC for this game changes the fact that there is a final, distinct, irrevocable END.


It's not so much that which concerns me, I just don't want the balance of the game to get screwed up at all with a raised level cap or some other nonsense.
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noa zarfati
 
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Post » Sat Dec 04, 2010 3:10 pm

Luckily there's already a mod to let you continue after the main quest is done. I can't stand it when sandbox games end because I like to have everything wrapped up before I start exploring all the nooks and crannies and amassing a fortune.

Oh and killing everyone!
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e.Double
 
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Post » Sat Dec 04, 2010 4:42 pm

I understand the desire to be able to continue play after the main quest. Given that such play would clearly be optional, I have a hard time understanding objection to it being possible.

I have faith in the modding community, however, and fully expect that my game will continue past the main quest and end at a time of my own choosing. Whether this is made possible by the developers or someone else is really moot ... it will happen, if it hasn't already.
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Jeffrey Lawson
 
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Post » Sat Dec 04, 2010 11:55 pm

Pretty much can now. I even lowered my Int all the way down (dunno if it effects skill points allotted like it did before or not) and still ended up with more skill points and skills maxed than I could ever need. Rose colored glasses are awful strong around these parts, of course that is no surprise though.


Huh. And here I just reached Level 30 and I only have a few skills maxed - guns, repair, speech, and science. I find myself totally unable to pick any lock higher than "easy", survival is high but not maxed, and everything else is very low. And this is with an INT of 9 and taking the educated perk for bonus skill points as early as possible.

If you managed to max out everything Fallout 3 style, or even get close to that, I'm curious as to how.

Do you need to? I never did in FO3 either, but you certainly can become a "pointless, perfect, godlike character" long before every skill and SPECIAL is maxed out.


How, exactly? I mean, I've found that getting skills to 100 generally involves me having to focus on those skills to the exclusion of everything else, leaving me with, say, a smooth-talking and educated gunman who can't use a stimpak to save his life and can't hit people with sticks no matter how easy it sounds.

Was it even possible in FO3? Don't really care if you can or not btw.


Yes, yes it was. It was possible in vanilla FO3 if you went out of your way to min/max and find skill books. With Broken Steel it was almost impossible not to.
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Theodore Walling
 
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Post » Sat Dec 04, 2010 7:41 pm

Fallout 3 never really ended it just goes on, and on, with side quests and extra stuff.
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Katie Pollard
 
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Post » Sun Dec 05, 2010 4:28 am

Not really, I'm just stating an objective fact. Ask most Fallout "fans" today about anything other than Fallout 3 and beyond, and they'll give you a blank stare.

Ha. So true. There are even some who are so dense, concerning the matter, that they think Fallout 3 and New Vegas are the only Fallout games made and that Bethesda started Fallout. :rofl:

It makes me sad, and a bit mad, though that people give up trying Fallout 1 and 2 just because, "HURR IT'S TURN BASED AND THE GRAPHICS svck HURR" I mean, are gamers these days really that shallow?
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City Swagga
 
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Post » Sat Dec 04, 2010 4:22 pm

I have faith in the modding community, however, and fully expect that my game will continue past the main quest and end at a time of my own choosing. Whether this is made possible by the developers or someone else is really moot ... it will happen, if it hasn't already.


Pretty sure I saw one on the NV Nexus site. While a fine workaround, it is just that, a workaround. I'd still rather have the continued play worked into the game with visible changes and a few bonuses like some extra utility in the Lucky 38 if you sided with Mr. House (as an example), etc... Really ruins the pacing of the game and immersion into the world when you are all "OMG War is about to start" then "oh well, I'll just take the next 50 hours of gameplay and wonder around doing other things, I'm sure they'll just wait for me".
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Ross Zombie
 
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