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

Post » Fri Dec 03, 2010 11:52 pm

I was just told that the game finishes after you deal with the final boss/complete the main quest line.

Now when I played FO3 I was unhappy that you couldn't do anything after finishing the main quest. It was a pain and whenever I got a character to that I saved and then went exploring and finding and doing any other side quests I may have missed.

Is there a way to have the game go into a free play mode after completing the main quest so you can just keep exploring/questing as you like?
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Daramis McGee
 
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Post » Sat Dec 04, 2010 8:51 am

No, no there isn't. When you reach the end of the road that's all there is to it. The end. The game should of also informed you that you were about to reach the point of no return and to clear up any pressing business before going forward.
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Lexy Dick
 
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Post » Sat Dec 04, 2010 1:11 am

The game warns you before you go past the point of being able to wander around freely? I asked when i can't wander freely in the spoiler section but hav'nt got an answer yet but if the game tells you when it would make it a lot easier.
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Alexandra walker
 
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Post » Sat Dec 04, 2010 1:18 am

the game tells you exactly when the point of no return is and you can turn back. just what the hell is the big deal about the game stopping at the END?
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Adrian Morales
 
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Post » Sat Dec 04, 2010 8:40 am

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.
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Setal Vara
 
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Post » Sat Dec 04, 2010 2:26 pm

It was the same with Fallout 3.
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Arrogant SId
 
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Post » Sat Dec 04, 2010 1:25 am

It was the same with Fallout 3.

So hopefully the first DLC will be something like Broken Steel.
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Devin Sluis
 
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Post » Sat Dec 04, 2010 10:47 am

So hopefully the first DLC will be something like Broken Steel.

So hopefully not? :shrug:

I'm sorry, but besides the level cap increase (which we didn't need), Broken Steel was absolute crap. I'd almost say it's right next to Mothership Zeta in terms of FO3 crappiest DLC.

Also, not to mention the new ending makes you feel like all that you worked for meant absolutely nothing.
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Jacob Phillips
 
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Post » Sat Dec 04, 2010 8:40 am

So hopefully not? :shrug:

I'm sorry, but besides the level cap increase (which we didn't need), Broken Steel was absolute crap. I'd almost say it's right next to Mothership Zeta in terms of FO3 crappiest DLC.

Also, not to mention the new ending makes you feel like all that you worked for meant absolutely nothing.


Um, for me Broken Steel had absolutely the opposite effect - it allowed me to see outcome of my work of the main quest.

As for NV - not gotten that far yet so can't comment whether it needs a Broken Steel type DLC but it's been known for a while that NV would have a definite ending and that you would be notified about the point of no return.
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pinar
 
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Post » Sat Dec 04, 2010 2:51 am

So hopefully not? :shrug:

I'm sorry, but besides the level cap increase (which we didn't need), Broken Steel was absolute crap. I'd almost say it's right next to Mothership Zeta in terms of FO3 crappiest DLC.

Also, not to mention the new ending makes you feel like all that you worked for meant absolutely nothing.



I liked broken steel, i didnt like the first DLC anchorage..


Not like it matters for PC users anyway the DLC is going to be for xbox users.... Which is totall BS
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Chloe :)
 
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Post » Sat Dec 04, 2010 9:30 am

Patch it, patch it, patch it.

i dont want to wait for dlc, because im not gonna play dlc, im a ps3 user, i guess i dont have to explain.
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Veronica Flores
 
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Post » Sat Dec 04, 2010 3:06 am

Patch it, patch it, patch it.

i dont want to wait for dlc, because im not gonna play dlc, im a ps3 user, i guess i dont have to explain.

Um, no? :shrug:

Some of us want a definite ending, so forcing players against their will to not have one is the most asinine move a developer can do. I imagine the backlash would be immense.

I mean, as much as I wouldn't like a DLC for it, I would hate a patch for it even more. At least with the DLC we could have a choice in the matter. But the DLC better not have any things that regular players would be missing out on... :flame:

Also, bear in mind that Xbox 360 is exclusively getting THE FIRST DLC, NOT ALL. And also, since when does exclusive DLC stay exclusive? :P
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Lauren Denman
 
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Post » Sat Dec 04, 2010 4:28 pm

That you would use the term "Final Boss" leads me to think that you don't "Get It".

The story has 3 acts. A very definite beginning, a very definite end, and then Act II in the middle. This is where you decide WHO you are and how you want to play your part in shaping civilization.

The great thing about the "middle" part of the game is that you can spend 10 hours or 300 hours playing whatever role you desire in the world. Do you want to make it a better place? Do you want to be the richest man in the world? Do you covet technology? Do you just wanna get fistbanged by robots? Are you simply out for revenge? All of these things determine how Act III plays out, and how the 40 or so elements of the "ending" are determined.

Hell, you can easily spend 10 hours on each of the companion quests alone!

If you think of the game as having a "Final Boss", you're getting pretty crappy mileage out of it.
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Marion Geneste
 
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Post » Sat Dec 04, 2010 7:25 am

The whole thing with fallout 3's ending was that it was not a good ending. A lot of people would have been fine with it if you were told it was going to end, and that it was more fufilling.
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Stephy Beck
 
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Post » Sat Dec 04, 2010 8:44 am

All the complaints about this likely come from people who played The Elder Scrolls games but not the Fallout series before Bethesda bought it. Fallout games should definitely have endings, they are more narrative-driven than TES. If you want to explore more then just load up another save, or start a new game... Fallout 1, 2 and New Vegas are built to make multiple playthroughs different, fun and needed to see everything.
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Katy Hogben
 
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Post » Sat Dec 04, 2010 11:35 am

Any 'DLC' that opens up the main ending should have the following.

Freeplay after ending....

That's it nothing else. No quests, no new stuff, not even any new dialogue.

#That way I can ignore it and not miss out on new quests, weapons and the like. Broken Steel was actually worse than the original ending of Fallout 3 as it left everything just 'What now?' as well as unbalancing the levelling system further.
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A Dardzz
 
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Post » Sat Dec 04, 2010 3:26 pm

There is no reason not to allow players to continue. If the world doesn't change and this breaks immersion for those who continue playing, then they have been warned and can't complain. It doesn't hurt anyone to allow this, so I can't understand the decision to force a definitive ending.
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Kirsty Collins
 
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Post » Sat Dec 04, 2010 11:27 am

just what the hell is the big deal about the game stopping at the END?

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?
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Beat freak
 
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Post » Sat Dec 04, 2010 3:44 pm

Thanks for the heads up mate. I hate spoilers but this one was helpful.
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Lisa
 
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Post » Sat Dec 04, 2010 7:30 pm

Um, no? :shrug:

Some of us want a definite ending, so forcing players against their will to not have one is the most asinine move a developer can do. I imagine the backlash would be immense.

I mean, as much as I wouldn't like a DLC for it, I would hate a patch for it even more. At least with the DLC we could have a choice in the matter. But the DLC better not have any things that regular players would be missing out on... :flame:

Also, bear in mind that Xbox 360 is exclusively getting THE FIRST DLC, NOT ALL. And also, since when does exclusive DLC stay exclusive? :P


If you don't want to play past the end, then don't. Simple huh? As for the rest of us who like to keep pushing and building, dlc would allow us to do that. If you are happy with the end then let that be the end for you.
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lydia nekongo
 
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Post » Sat Dec 04, 2010 5:31 am

If you don't want to play past the end, then don't. Simple huh? As for the rest of us who like to keep pushing and building, dlc would allow us to do that. If you are happy with the end then let that be the end for you.

I just said that even though I wouldn't like to see a DLC, that at least it would give us a choice compared to a full on patch.

But the DLC needs to introduce basically nothing else except for the option to continue forward. No new ultra powerful weapons or a crappy quest line after that. Just the continuation.
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WTW
 
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Post » Sat Dec 04, 2010 2:56 pm

Any 'DLC' that opens up the main ending should have the following.

Freeplay after ending....

That's it nothing else. No quests, no new stuff, not even any new dialogue.

#That way I can ignore it and not miss out on new quests, weapons and the like. Broken Steel was actually worse than the original ending of Fallout 3 as it left everything just 'What now?' as well as unbalancing the levelling system further.


Not sure if this is what you were aiming at...
I think a DLC that is nothing but a freeplay add-on would be awesome. That would allow gamers to chose to keep going with their game or they can move on to another game. Or something along those lines. Ideas?
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Sheila Reyes
 
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Post » Sat Dec 04, 2010 1:55 pm

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 at all. Most RPG'ers would scoff. When you make a game that endlessly repeats and requires timeless encounters, it cripples the developer's ability to write a good narrative, and hamstrings their ability to implement large scale change and or implied events. If you don't end the game, then you have to fully implement the post game explorable aftereffects of all the things you can do in it. That would be a nightmare for all but the most simplistic tale and freedoms.

Most folks I know would rather play an RPG again using a different PC and explore the paths they never took (or that were locked to them), rather than have it just devolve into a shooting gallery of respawning wildlife.
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Blaine
 
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Post » Sat Dec 04, 2010 10:15 am

I just said that even though I wouldn't like to see a DLC, that at least it would give us a choice compared to a full on patch.

But the DLC needs to introduce basically nothing else except for the option to continue forward. No new ultra powerful weapons or a crappy quest line after that. Just the continuation.



Not sure if this is what you were aiming at...
I think a DLC that is nothing but a freeplay add-on would be awesome. That would allow gamers to chose to keep going with their game or they can move on to another game. Or something along those lines. Ideas?


I think we have just found the best idea for a DLC ever. The option to continue your game where you left off. Epic yet simple.
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Gracie Dugdale
 
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Post » Sat Dec 04, 2010 8:06 pm

JE Sawyer says:
http://planetfallout.gamespy.com/articles/interviews/1930/Planet-Fallout-Interviews-Josh-Sawyer

What was the decision behind the definitive ending? There was a lot of moaning and arguing about Fallout 3 having a hard ending and in the end we got a DLC that allowed for an open ending. Don't you expect the same to happen?
Sure, but I also think that would happen if we allowed players to play past the end of the game but didn't show the impact of their actions on the world. There is a lot of reactivity to your actions at the end of the game and we give the player a very clear warning when they are approaching the main plot's conclusion.
We felt that having an endgame denouement with a large number of far-reaching effects was too important to either allow the player to continue playing in a world that didn't react to any of those things or make the endgame states minimalistic. There is a lot of reactivity to your actions at the end of the game and we give the player a very clear warning when they are approaching the main plot's conclusion.


I think that Broken Steel, like Josh says, made the endgame states minimalistic in order to allow post-ending gameplay. Your actions didn't really change much.
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Nicholas C
 
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