Another long post, but this will hopefully be the last one I need to make in this topic.

well duh...den dont′do anything on the MQ at all that′s what I did the first playthough of Fallout 3 and that′s what I′m gonna do in F:NV, I′ll be doing the tutorial, do some quests in the starter town then flip the middle finger at the current MQ entry and go exploring.
Ya see, not that hard to do.
Not particularly hard, but if you got shot in the face then you'll probably want to deal with that. If you then realize that you're a postman with a parsel then it seems obvious to deliver the damn thing, as it's really pretty much your job. Then you're two quests into the MQ. Will it remain laid back after that or are you already there going to get some spiel about the importance of you delivering the next package in a timely fashion? Who knows?
Key words MASSIVE CHANGES it would like be doing another game and I'm not waiting another [censored] month
That's a story decision, though. If Obsidian had decided to be less dramatic (or epic, depending on perspective) then the change could've been implemented and this topic wouldn't be.
I like how people say the gameplay stops for no good reason. THERE ARE SEVERAL GOOD REASONS! THINK ABOUT IT!
Your choices can actually have impact, it'd be impossible to implement them in a way that wouldn't require way too much effort. Plus, THE GAME IS MEANT TO BE REPLAYED MULTIPLE TIMES! and, they will warn you before the endpoint so you can go finish up quests before anything gets too serious.
Some people just can't understand this is a good thing, and DOESN'T MATTER BECAUSE YOU CAN RELOAD A SAVE BEFORE THE FINAL PART, IT DOESN'T BREAK IMMERSION THAT MUCH, GET OVER IT.
Easy on the cap lock there, my friend. First of all, your choices can have impact regardless of whether there's a forced ending or not. Secondly, the game can be replayed multiple times with or without a forced ending. Thirdly, it just might feel rather odd to break off the MQ at the point of no return in order to do misc stuff. I suppose it will have to do, but it will be odd regardless. Fourthly, I'd really prefer if you'd stop telling me what breaks my immersion or that I have to get over it. I don't have to do sod all unless I damn well want to. If I think Obsidian are downright [censored] for making this choice (I don't, but for the sake of argument) then that's my prerogative and you'd be the one who'd have to get over it.
Finally, you saying that a slideshow ending is a good thing is just as subjective as me saying that green is a better color than blue. Without any supporting arguments, it's a useless statement that describes a very personal truth, and one which isn't actually a truth from my perspective. While I respect your opinion, you can never convince me of anything just by screaming it at me over and over. Sorry.
In other words don't make it Fallout 3 make it a good game
You're at the very least implying that FO3 isn't a good game because the ending is fairly vague. That's a bit harsh, isn't it? How big is the ending compared with all the gameplay leading you to the ending?
A related situation, by the way, would probably be the very old game Drakan - Order of the Flame. Most of the game is fairly cool. You're changing between Rynn, a lightweight female warrior who's using agility and speed to slaughter hordes of orcs, and a red dragon named Arokh (and don't ask me how I can remember those names), who's flying around and scorching other dragons, ballista towers, giants, and orcs with extreme ease. Most of the game is actually awesome, but the ending is entirely a TV show cliffhanger that provides absolutely no answers to anything. Unfortunately, sales weren't good enough that anyone ever cared to make a sequel so the cliffhanger ending stands. Would you say that game svcked solely because the ending was utter [censored]?
Spider. Keep in mind that many of the sidequests are either directly or indirectly linked to the ending. If you do not do them, you'll likely don't see their effective outcomes. So even storywise they are worth doing before ending the MQ.
Then there was the thing with New Vegas itself. To my understanding, getting in has pretty hefty requirements, so you need to do sidequests to up a certain skill or to collect enough money (or what ever ways there was in). At this point, there (IIRC) is no urgency whatsoever as you are trying to find the guy who shot you. Even after being granted the entrance... no hurry. You'll likely know where to go and to whom to talk to at that point. Plenty of time to do sidequest and roleplay what ever you wish.
I hope you're right, I really do, because otherwise it really is going to take a fair few bucketfuls of sand out of what looks like a rather nice sandbox RPG.
You know what ruins my immersion? When I talk to an NPC and he asks me when someone's going to do something about [ insert game antagonist's name ] when I already killed that jerk and everyone should know about it. See, you're assuming that the excuse is that the consequences of the ending can't be reflected by the engine. Have you considered the amount of time it could take to create an alternate post-endgame version of the world and all of the dialogs involved? Have you considered that maybe they needed to cut doing all of that work from the budget in favor of ensuring that the main "meat" of the game was as good as it could be?
Whether it is extreme cost in manhours or engine limitations that prevents a post-ending game world really isn't too important. What is important is that the devs picked a scope of change that simply couldn't be reflected in the game. That takes out the "elective retirement" suggestion I made previously, but simply reverting all NPC dialogue back to their state before the MQ kicked in (i.e., the "alternate reality of no consequences" suggestion) wouldn't have been too difficult. That dialogue already exists. Even if they'd needed some more generic post-MQ dialogue, if they'd planned for the event then it shouldn't have been too difficult or expensive.
And yes, I've certainly considered that it's all really a trade-off. I realise that spending an extra week to get all this done is going to mean a significant increase in expenses that will have to be justified. I'm aware that the argument can be made that the game doesn't need that investment, in which case it's going to be silly to make it. I'm a business student with a personal focus on IT and I assure you that I'm quite aware of all the things I don't know. I'm also not at this point suggesting that Obsidian actually made a mistake. All I'm doing is speculating that making it the player's choice when the game ends is generally preferable to forcing the player's hands.
A clearly marked point of no return obviously comes close to this, but it's not without its very possible pitfalls in an RPG.
Actually, I barely passed high school and failed college.
I'm a good example of a loser. (Kids, don't be like me)
He he, been there, done that. Well, I didn't have issues passing high school (since it was a business high school, it wasn't too challenging), but I have tried flunking out of college. Computer science, to be specific. Then I started studying business and admin instead and five years later I'm at least approaching the level of education I wanted to begin with, if not the right area of expertise. I suppose that makes me a rather well-educated loser, if nothing else. :foodndrink: