Level Caps and Endings, Oh My!

Post » Sun Mar 06, 2011 7:21 pm

This may be a bit out there, but when you see the whole "IF YOU GO ON THIS MISSION THERE'S NO TURNING BACK" sign, couldn't you just, I don't know, not do the mission?
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Penny Flame
 
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Post » Sun Mar 06, 2011 1:46 pm

DAME BUGGS


http://www.freakingnews.com/pictures/21500/Female-Bug--21595.jpg
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Victor Oropeza
 
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Post » Sun Mar 06, 2011 1:14 pm

WoW is not the be all and end all of RPGs. Sure, its succesful, but thats because Blizzard don't make the mistakes that other MMOs make (Looking at you Galaxies).

But you cannot hold up an MMO and use it as an example of what a single player RPG should be like. They are two completely different genres of RPG.
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Vickey Martinez
 
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Post » Sun Mar 06, 2011 11:29 pm

they could always just stop giving you points and stuff after 20 or 30. why cant you just level up for the fun of it?

if they take away the level cap theyll probably do something like that, or maybe theyll find a way to keep it challenging all the way through.


I can agree, maybe the cap should be at, lets say, level 99, but the skill cap is now at 400, and you get only 5 points per level up.
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Kirsty Wood
 
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Post » Sun Mar 06, 2011 8:34 am

oh, just like all the other bug fests gamesas released they should have "played" before too right? Like Every game in the TES series pretty much every DLC they released too.
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Adam Porter
 
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Post » Mon Mar 07, 2011 12:13 am

not many people are saying it, sure half the site is, but thats like 1% of the total players.

and it looks like theyre talking about F4 there...


They may be talking about FO4, who knows... but if they say on the record that level caps and endings are the "greatest lessons learned" from FP3, and then the NEXT game as... drum roll... the SAME level cap AND another abrupt ending... ARE YOU KIDDING ME?

Again, I'm a player here, not part of their company... I could care less which company made the game, Obsidian or whatever. LEARN FROM THE MISTAKES OF THE PAST is all I'm asking. Now, if they felt that level caps and endings were NOT a mistake, then this would just be me arguing that they were... but THEY ADMIT IT.

In terms of the game becoming less of a challenge... plenty of options here. Either make it take forever for you to get to that status in the first place, or else keep releasing new DLC and print your own money with all the sales.

And even if you stop the new content, with no level cap what happens is EVENTUALLY the challenge goes away and the game slowly stops being fun and THEN you stop playing. So rather than being YANKED out the of the game in the middle of having fun, the ABRUPT ending, you gradually work your way out of it and get many, many more hours of game play out of the same purchase. This worked just fine w/ Oblivion .... the level cap wasn't an issue, and neither was the ending. I would have kept buying DLC for that game if they'd have kept making it.
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Nathan Hunter
 
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Post » Sun Mar 06, 2011 5:49 pm

I won't call NV's ending "abrupt" in any way. XD
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suzan
 
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Post » Sun Mar 06, 2011 11:47 am

They may be talking about FO4, who knows... but if they say on the record that level caps and endings are the "greatest lessons learned" from FP3, and then the NEXT game as... drum roll... the SAME level cap AND another abrupt ending... ARE YOU KIDDING ME?


Obsidian made New Vegas, not Bethesda.

Again, I'm a player here, not part of their company... I could care less which company made the game, Obsidian or whatever. LEARN FROM THE MISTAKES OF THE PAST is all I'm asking.


You're assuming level caps and endings are mistakes. They're not.

Now, if they felt that level caps and endings were NOT a mistake, then this would just be me arguing that they were... but THEY ADMIT IT.


Bethesda admitted it, not Obsidian. Holy hell.
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luis dejesus
 
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Post » Sun Mar 06, 2011 8:11 pm

I won't call NV's ending "abrupt" in any way. XD


Oh no, it is very "abrupt". There like no warning at all. :spotted owl:
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James Rhead
 
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Post » Sun Mar 06, 2011 3:23 pm

It is a case of trying to have your cake and eat it too. The people who want to continue after the main quest ends do not care about the story usually, so I do not think it would be a bad thing. Level caps.... I really do not care because you get the same thing either way, except maybe people with OCD will spend way too much time grinding XP and will be satisfied. I can stop playing when the main quest ends, that does not bother me. I do not feel forced to continue playing that character ever again.
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cassy
 
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Post » Sun Mar 06, 2011 11:28 am

I think it's SO STUPID that you cannot continue your character post ending. Theres so much left in the Mojave that I want to explore and continue leveling up my character! WHY even bother awarding XP at the end of the FINAL QUEST IF YOU CANT CONTINUE. Isn't that ridiculous? Oh here's 4600XP, congrats! Oh btw its irrelevant because the game is over goodbye. I mean seriously.

I do NOT want to start up 4 different characters to experience each and every ending. Main story is cool and i'm loving everything (except the bugs) but then I get smacked across the face with a dead end?

This is so frustrating. In FO3 I can't tell you how many hours I spent just exploring and finding locations and items. Broken Steel really let me immerse myself as my character, letting me continue and build up my inventory. Then here in NV....I get a terrible ending via the same variable scenes.

I know Obsidian has stated that they will not modify the game to allow one to continue post ending. But this is a rigid stance that takes away such a huge part of the enjoyability of the game.
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Lovingly
 
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Post » Sun Mar 06, 2011 2:09 pm

I think it's SO STUPID that you cannot continue your character post ending. Theres so much left in the Mojave that I want to explore and continue leveling up my character! WHY even bother awarding XP at the end of the FINAL QUEST IF YOU CANT CONTINUE. Isn't that ridiculous? Oh here's 4600XP, congrats! Oh btw its irrelevant because the game is over goodbye. I mean seriously.

I do NOT want to start up 4 different characters to experience each and every ending. Main story is cool and i'm loving everything (except the bugs) but then I get smacked across the face with a dead end?

This is so frustrating. In FO3 I can't tell you how many hours I spent just exploring and finding locations and items. Broken Steel really let me immerse myself as my character, letting me continue and build up my inventory. Then here in NV....I get a terrible ending via the same variable scenes.

I know Obsidian has stated that they will not modify the game to allow one to continue post ending. But this is a rigid stance that takes away such a huge part of the enjoyability of the game.


You get a message telling you that it's the point of no return. It is not difficult at all to chose the option which doesn't take you to the last quest. And then you can continue your game from there.
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Kerri Lee
 
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Post » Sun Mar 06, 2011 8:51 pm

I do NOT want to start up 4 different characters to experience each and every ending.


It's not the game's problem if you don't feel motivated to start new characters.
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Jessica Nash
 
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Post » Sun Mar 06, 2011 8:37 pm

WoW is not the be all and end all of RPGs. Sure, its succesful, but thats because Blizzard don't make the mistakes that other MMOs make (Looking at you Galaxies).

But you cannot hold up an MMO and use it as an example of what a single player RPG should be like. They are two completely different genres of RPG.


I'm not suggesting that games like FO3 should be the same as WoW, or that everything that works for WoW could work for games like FO3. What I am suggesting though is that there are SOME lessons to be learned here. Heck, I even think that Bethesda could learn some lessons by asking themselves what makes Farmville so popular. I'm not suggesting they add farm plots to FO3, before anyone here freaks out, but I am suggesting that many players like the feeling that what they're doing in the game is affecting the world they're playing in.

Imagine if you could take control of the Strip in FO:NV and control who runs the casinos, how they look, etc. Open the Lucky 38 to the public. Have a new casino built, or add other attractions to the strip. If you should help Goodsprings turn from a ghost town into a real town, with new stores and businesses and rebuilt houses and more people. If you could build up your own stronghold with custom fortifications/defenses that you have to defend from the remnants of the Legion or NCR? I could think up possibilities all day long here that are significantly better than the game ending.
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MatthewJontully
 
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Post » Sun Mar 06, 2011 10:50 am

This may be a bit out there, but when you see the whole "IF YOU GO ON THIS MISSION THERE'S NO TURNING BACK" sign, couldn't you just, I don't know, not do the mission?

LOL :rofl:
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Cheryl Rice
 
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Post » Sun Mar 06, 2011 1:55 pm

It's not the game's problem if you don't feel motivated to start new characters.


Indeed. You yourself are only limiting yourself to playing 1/4 of the game then aren't you?
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Laura Shipley
 
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Post » Sun Mar 06, 2011 10:35 am

Perhaps I was mistaken, the people do not understand the concept of "optional content" and choosing not to do it is not the developer's fault.
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Jack Walker
 
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Post » Sun Mar 06, 2011 11:15 pm

Indeed. You yourself are only limiting yourself to playing 1/4 of the game then aren't you?


a few short missions doesnt really qualify as 1/4 of the game. you can experience almost all of the game with just one char.
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Jamie Moysey
 
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Post » Sun Mar 06, 2011 3:57 pm

I'm not suggesting that games like FO3 should be the same as WoW, or that everything that works for WoW could work for games like FO3. What I am suggesting though is that there are SOME lessons to be learned here. Heck, I even think that Bethesda could learn some lessons by asking themselves what makes Farmville so popular. I'm not suggesting they add farm plots to FO3, before anyone here freaks out, but I am suggesting that many players like the feeling that what they're doing in the game is affecting the world they're playing in.

Imagine if you could take control of the Strip in FO:NV and control who runs the casinos, how they look, etc. Open the Lucky 38 to the public. Have a new casino built, or add other attractions to the strip. If you should help Goodsprings turn from a ghost town into a real town, with new stores and businesses and rebuilt houses and more people. If you could build up your own stronghold with custom fortifications/defenses that you have to defend from the remnants of the Legion or NCR? I could think up possibilities all day long here that are significantly better than the game ending.



Well... then they would have to design scenarios for every possible outcome.... and considering that you could ignore, destroy, or negotiate with like 5 side factions you have to have at least 20 variations for EACH ENDING so about 80 different post-game maps, NPC populations, NPC interactions. Well, maybe it would not be that dramatic... but then again I am no developer.
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Sarah Bishop
 
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Post » Sun Mar 06, 2011 11:05 am

I love that theres 4 endings its not like theres a big popup saying IF YOU GO ON THIS MISSION THERE'S NO TURNING BACK

and with 4 endings there is tons and tons of replay value there, "don't know if "value" is spelled right" lol

and there needs to be a lvl cap if not why not have ~tgm on

lvl cap stops you from being GOD

and it makes that game really really really really and just for kicks really fun~ :fallout:


:bowdown: :bowdown: :bowdown: Bethesda
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Jessica Lloyd
 
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Post » Sun Mar 06, 2011 10:44 pm

You get a message telling you that it's the point of no return. It is not difficult at all to chose the option which doesn't take you to the last quest. And then you can continue your game from there.


Of course, that's what I had to do... cause the stinkin' game ENDED when I was 1/5 of the way done exploring. I was HOPING that by following the storyline I'd be able to take control of the Lucky 38 and get some additional benefits, but that never happened. So, had to reload from the saved position and now the game isn't as fun because I know what's waiting at the end and it's... lame. My hopes of being able to control the strip while still playing the game are history.

The last battle is stupid. To sum it up, I shoot some guys on a curved pavement (not even like the dam itself is all that visible unless I make it a point to look over the side), then I shoot some guys in a building... there's a guy with power armor... oooooooo, ahhhhhhh... then I go to the camp that I've been to before and kill a guy in a mask who's OP. Gee, original. Then, I kill a general in what's basically a quick draw contest, and it's over. Yippeeee. As lame as the abrupt ending to FO3 was, at least Liberty Prime was really cool.

In the ending that I played, it wasn't even clear in the game play how all that work with the Boomers made a difference. Jeebus, even Dragon Age didn't make mistakes like that.
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Rach B
 
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Post » Sun Mar 06, 2011 11:16 pm

a few short missions doesnt really qualify as 1/4 of the game. you can experience almost all of the game with just one char.

Even with most of the side quests having 2-3+ outcomes, some of which close you off from another faction's quests?

Of course, that's what I had to do... cause the stinkin' game ENDED when I was 1/5 of the way done exploring. I was HOPING that by following the storyline I'd be able to take control of the Lucky 38 and get some additional benefits, but that never happened. So, had to reload from the saved position and now the game isn't as fun because I know what's waiting at the end and it's... lame. My hopes of being able to control the strip while still playing the game are history.

The last battle is stupid. To sum it up, I shoot some guys on a curved pavement (not even like the dam itself is all that visible unless I make it a point to look over the side), then I shoot some guys in a building... there's a guy with power armor... oooooooo, ahhhhhhh... then I go to the camp that I've been to before and kill a guy in a mask who's OP. Gee, original. Then, I kill a general in what's basically a quick draw contest, and it's over. Yippeeee. As lame as the abrupt ending to FO3 was, at least Liberty Prime was really cool.

In the ending that I played, it wasn't even clear in the game play how all that work with the Boomers made a difference. Jeebus, even Dragon Age didn't make mistakes like that.

There is more to the ending the more quests you do, so you don't know all there is after yet.
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Marquis T
 
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Post » Sun Mar 06, 2011 10:06 am

Without any doubt whatsoever, the biggest disappointment with Fallout 3 was when the game abruptly ended. This was "fixed" with Broken Steel, and I do seem to recall in some interview someplace one of the main developers being asked about lessons learned... he said level caps and having the game end.


Obsidian =/= Bethesda

Be warned.... if downloadable content doesn't allow me to continue my character, I'm done with this game and won't be buying any downloads.


Byebye. :shrug:

Second... Bethesda is ON RECORD saying the level cap and the ending was a mistake in FO3. Then, that mistake was repeated almost exactly in the same way in FO: NV. Why?


Because Bethesda didn't make the game, as has been said repeatedly.

Further- the only "mistake" regarding final endings, obviously, is Bethesda trying to make one- as Fallout 3 showed, Bethesda's final endings svck. New Vegas, fortunately, doesn't suffer from a Bethesda-written ending.
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Ross
 
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Post » Sun Mar 06, 2011 10:18 pm

I'm not suggesting that games like FO3 should be the same as WoW, or that everything that works for WoW could work for games like FO3. What I am suggesting though is that there are SOME lessons to be learned here.


List them.
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Krista Belle Davis
 
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Post » Sun Mar 06, 2011 11:55 pm

Even with most of the side quests having 2-3+ outcomes, some of which close you off from another faction's quests?


almost all of those are nothing big. and the only ones that close off other factions are the ones where you go kill a settlement
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yessenia hermosillo
 
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