Which do you want? An ending or more content? An ending means the end of content. And hold off on the last task needed to save the world so I can 'dike around'? Yeah, that works.
We aren't trying to force you to play past the point where you want to stop, so why try to force us to stop just because you don't want to continue? You are the one advocating the imposition of restrictions on us.
And I want post-ending play because I enjoy modding my game and because I look forward to enjoying DLC. If Oblivion had had a hard ending, for example, I would have never gotten to play Verona House Bloodlines ... a fantastic quest mod that takes place after you become the Champion of Cyrodiil. I don't want to have to go back to a previous save and pretend that the ending never happened to be able to enjoy the new content that I continually add to my game.
To think, the ones who suggest silly workarounds like going back to a previous save to 'undo' your ending or holding off on saving the world so you can engage in more trivial pursuits are the ones complaining about meaningful RP choices.
The point is, the fact people get so precious about TES games
having to have post MQ play is what restricts the content. Like that other guy said, people want to see the reaction to you saving the world but you don't and won't - it's too big a job. that's with you being railroaded into one singular outcome because multiple outcomes would be impossible to reflect in the gameworld.
I simply don't understand why exactly people think it's so terrible to defer one final little bit of content so they could have more choice about how they complete quests because then Bethesda wouldn't have to try to make hundreds of NPCs react to multiple outcomes - something its unrealistic to expect they'll ever be able to do. What's so wonderful about completing the main quest - eternally doomed to one railroaded outcome - and being able to find out it changed exactly nothing I really don't get. Oh noes! You'd have to keep a save for the DLC or to go and continue endless fetch quests. How tragic. That's far worse than a game structure that actually makes greater player freedom of choice within the stories on offer possible, right? An ending means
more content because it facilitates content it's otherwise impossible to have - if you had an
actual choice on how to complete TES main quests people would just moan the non reaction of the gameworld made even less sense than it does now. They can never allow you to cause anything hugely dramatic to happen - or a choice of really dramatic happenings - because the gameworld has to be eternally frozen in time with only marginal changes possible.
Like to my mind, it would have been far more meaningful if you had a bunch of choices regarding how to handle the civil war and learned how that affected different characters, cities and Skyrim's future. Instead we have NPCs not even noticing its over. So what was the point? But of course people have totally unrealistic expectations Bethesda could somehow add massive amounts of content so everyone reacts accordingly.
You're the one advocating the restriction - you're advocating Bethesda be forever prevented from being able to make their stories anything other than rigidly linear with the only choices being stuff like 'kill this guy/don't kill this guy'. And what for? Just so after the main quest the game carries on as normal as if nothing has happened -because in terms of gameplay it hasn't. Like in Skyrim, what's the point of finishing the main quest -really? What happens? You fight more dragons than you did at the start because they spawn all over the place. And you carry on exactly the same as before. That's it. That's the result of you saving the world. What's so great abnout that? This, of course, because the prospect of seeing the ending if you want to then reloading a save from just before it if you still want to potter around endlessly fetching a sword from a dungeon is apparently too much to contemplate.