Why Fallout: New Vegas has to end
Plot makes it impossible to play past ending.
Obsidian Entertainment has explained why it won't be possible to continue to play Fallout: New Vegas past the ending of its main storyline.
It's because "major" events in the plot would be impossible or difficult for the developer to reflect in the game world, project director Josh Sawyer told 1UP.
"We put a lot of effort into the ending slides - we know those slides are really popular with people so we want to make sure there's a huge amount of variety and reactivity with that stuff," he said.
"Initially, we talked about trying to support post-game play, but because the changes that can happen at the end of the game are pretty major, this is what it basically came down to: either have the changes feel really major in the end slides and then have them not be very major after the end of the game, or make them really minor and not that impactful."
Senior producer Jason Bergman added to Destructoid: "We tell the full story of every one of your companions through the end of their lives, and it's weird to do all that and then jump back and say, 'OK! Now you can keep going again.'"
The game auto-saves before this concluding sequence, though, so you can always return to the point just before the point of no return to mop up quests or explore the Wasteland.
New Vegas' predecessor Fallout 3 also cut players off at the ending, although the Broken Steel add-on later allowed players to re-enter the Capital Wasteland.
Fallout: New Vegas will be released on 22nd October for PC, PS3 and Xbox 360.
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Comments (36) Latest comment 1 year ago
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So, what's going to destroy the world as we (are going to) know it?
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Level cap removed in DLC #4 @ £7.99.
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Presumably your actions cause political schisms in New Vegas with Caeser's Legion, NCR or whoever becoming the dominant faction, such that it would be more difficult to represent that with just a few lines of text from NPCs as in FallOut 2.
Either way, I think gamers have bigger concerns with their games than aspects like this.
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I did the last one of Fallout 3 without even realising!
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It's also very jarring to be given a very obvious "the game is about to end" notification like this (as in Bioshock).
On the flipside, I would have loved if Crackdown 2...
let you keep playing after detonating the final bomb and clearing the city of freaks. The original was great for this as you could go orb hunting unmolested once you finished the game or choose to have enemies still spawn. But the sequel never gives you the playground, you're always going to have some freaks of Cell disrupting your fun.
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Everything gets nuked. Again.
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They're certainly in my top 50 PowerPoint presentations.
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Erm, that's always been the case with Fallout. 3 didn't do it very well admittedly, but its series tradition to have them. At least it looks like Obsidian are putting more effort in this time round, which is to be expected really as they did awesome work on the first 2 games.
I thoroughly expect New Vegas to be better than 3, given that these are the guys that made the franchise in the first place.
Now we just need to get them to finish Van Buren.
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You can't freeroam in Mass Effect 2 after completing the story.
So you can do DLC, it's just I probably won't buy it.
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To use a made up example: The giant alien creatures will attack soon! I must deliver an urgent message to high command! But first I'm going to collect some coffee beans from the 4 corners of the galaxy for this old man!
Because of how I think when I play RPGs I can quite easily, accidently, miss most of the side quests on my first play through. My first playthrough of Fallout 3 I did very little aside from the main quest, got the end slide show in about 24 hours.
On my second play through (I couldn't use the game save from just before the end of my first play through, it just annoyed me that the Project Purity thing was going and critical and I was going off, leaving the actual room, to help some slaves move Lincolns Head) I did more side quests. Still didn't do them all.
Wasn't until I got Broken Steel when I actually got round to doing all the side quests. After the main story, and after Broken Steels own content, nothing urgent was happening. Nothing was going to blow up, nobody was invading. I could take my time and explore, help out where I could. Felt much more natural to me. Ended up with well over a 100 hours on that game save, most of which was after the "end"
In short, if a game presents something as urgent and important, I treat it as such, and wont let myself get sidetracked. Even though those sidetracks are often the best part of some games.
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I find it a shame that a satisfactory conclusion to the story is less important than a clear pathway for downloadable content...
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You can't freeroam in Mass Effect 2 after completing the story
Ummmm yes you can. Unless you totally fuck up the final mission and get everyone including Shepard killed...
It's possible that some members of your crew, or even your squad will be dead, and it seems a little silly to carry on taking Cerberus missions after you've potentially told the Illusive Man to stick his collector base up his arse, but you can return to the Normandy and play through to clean up any N7 missions or sidequests you left in the air, as well as any DLC. OR you can take your Shepard and replay for a savegame +
As for FO3 I had Liberty Prime heading towards the purification plant, stopped just short of entering the memorial building, scuttled off to play all the pre-Broken steel DLC then once that was installed I went in and continued. It didn't make any plot sense that I disappeared just as things were coming to a conclusion, but there you go.
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Actually you can.
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What a shitty excuse for not allowing it. YOU control the plot, it's not something that's unavoidable!
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MTV Multiplayer asked Bethesda's Todd Howard what lessons he learned from the current installment (fallout 3). His answer: "Greatest lesson? Don't let the game end, and don't have a level cap."
Facepalm.
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Really? When I fired it up it looked like a going-back-to-just-before-the-final-mission job. I must have made assumptions based on the logic jump and not really been paying attention.
Iiiiiinteresting. Maybe I will have a look at some of the ME2 DLC after all then.
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In fact, Dragon Age also allows you to play DLC like (shudder) Return to Ostegar after you've beaten the game - it just comes up with a text screen saying "err... this bit happens before the Landsmeet or summink, right?" (or something to that effect) if you import it into a savegame past the point of no return. Stupidly jarring but a nice concession for players who've already beaten the game but want to play DLC that ostensibly should take place mid-game.
Back on topic, I hope Obsidian get some chunky DLC like Point Lookout or BL's Zombie Island of Dr Ned. I don't mind if I need to reload an autosave right before the endgame.
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I don't see why having a good satisfactory story line ending should mean the game must end. As for the dlc I found it a pretty important part of the FO3 experience, the Brotherhood of Steel dlc being especially good in that it continued the story in a meaningful way.
As HugeXbox360Fan has just said, being able to see the results of your actions and the aftermath of all the plot decisions is a really great experience. Seeing all the water being purified and distributed around the wasteland, and being able to take on the Enclave once more would not have been possible had they just kept the story locked down at it's original end point. The problem is that by having a locked down ending we're not going to see any dlc that adds significantly to the main story line. Most likely we'll just end up with a bunch of unrelated extra side quests like Point Lookout and The Pitt, which whilst not bad, were not as satisfying as Broken Steel's continuation of the main story.
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