This might get a trifle long...
NWN was an action game? I disliked the ending there; I wanted to get back and talk to Aribeth again. Baldur's Gate/BG2 were action games? Planescape Torment? Icewind Dale? Fallout? Role-playing games end; sandbox games can manage to finish the main quest and keep playing. I don't think action games have anything to do with making a definite end.
The point I made was about sandbox RPGs and how it's hardly "in roleplay" to simply delay the MQ almost indefinitely while everybody else are acting like the world will end tomorrow. The Infinity Engine RPGs, NWN, and former Fallout games hardly change that. If Obsidian is making a sandbox RPG then they should allow gamers to roleplay and sandbox or they should redefine their concept somewhat.
I hate the idea of a sandbox RPG that isn't actually allowing you to sandbox without completely ignoring the atmosphere and world situation created to make the MQ feel urgent, essentially meaning that you're no longer RP'ing. If there's a good reason not to keep the game going then fine, I can live with that, but throwing some "and the protagonist lived happily ever after" crap after me while blocking me from playing further? That's fairly cheap, isn't it?
Yes, it should have an ending. One of the things that look forward to most when finishing the older Fallout games were to see the lasting impact that I left on the people, factions, and communities that I visited. I was really disappointed that there isn't a real ending for Fallout 3.
Agreed. That is awesome but why does such an ending have to come the moment you've finished the MQ? At the end of the day, it's really just a number of scripts running in the background that are collecting data regarding living and dead NPCs and the choices you've made with respect to certain quests. Those scripts can run at pretty much any time, can't they? Why does it have to be right when you end the MQ?
I still don`t get it why everyone is so tight-assed about the game ending.
Do all you are going to do before beginning/continuing/finishing the main quest.
The first time I played BG2, I also rushed a bit too much to gather my 15k gold, ended up underneath Spellhold, and was underleveled and poorly equipped. Then I cheated because I really wasn't all that experienced with RPGs back then, but that's a bit of a tangent. Point is, when you're tring to live your way into a story, it seems to me intolerably odd to simply ignore the whole doom and gloom atmosphere for as long as you want, while you're frolicking through the meadows and generally are goofing off in twenty different ways. People are supposedly dying, a war is raging, and you, a good guy, are sitting on your ass or taking a stroll through a forest or raiding raiders to get their precious weapons and ammo to sell for caps so you can drink yourself nobfaced? Really? Nah, I don't think so. Doesn't add up. Isn't even close to adding up. Immersion = ruined. Bummer.
Feel free to try and come up with a scenario where it actually does make any kind of sense that you take a break from the MQ once it's nearing a critical phase. Only option I can think of is to not start the MQ at all, which might still end up being a problem.
And I'm not going to explain why, as likeminded people are sure to have done so already. And besides, those who do not agree probably won't change their minds no matter how much we bash their skulls in.
That's a fairly arrogant attitude for as long as you haven't provided any skull-bashingingly solid reasoning that explains why the game must irrevocably end once the MQ is completed.
Well no point really to argue on this further seeing as the ending is stuck, I'm happy with it, maybe they could try a system similar to 'retirement' in FO4 or some other future game. But whats done is done and the only know way wether the ending is truly satisfactory is to play the game ,and wether it will be good or not, it will be disagreed upon.
True, there's no changing what is merely by bickering here. However, this is a topic asking specifically what the various users at the gamesas forums feel about forced endings. I'm simply pointing out that I am not pleased about them, that they seem like a lazy option in my eyes unless it's dictated by the story (which FO3's original ending pretty much would've been if radiation-immune companions hadn't acted oddly), and that there's usually ways around that issue.
That actually sounds pretty good. Best compromise out there.
Thank you.
People complaining about that it breaks immersion or the roleplaying experience to just stop at the final quest and go do other stuff, what about this:
You play the game, and when you reach the end, you end it. Wow that was hard to do!
Why is that option preferable to simply being allowed to continue playing a character that you might have invested a ton of hours into, unless there's actually a solid reason why continuing said character isn't possible?