New Vegas Definitive Ending Explanation

TwinkieGorilla said:
lol.

those kids are so screwed if they ever *do* get a date. "but...but...this is how it works in my modded Fallout 3 universe!"

I have a feeling these aren't just kids.

Which makes the topic a whole lot more disturbing.


Great decision by the way. I hope it lives up to F1 + F2
 
NiRv4n4 said:
The ending was fine, just the way that they got around the definitive ending with Broken Steel was kind of lame. They should have made some real changes to the final quest, so you getting out would actually make sense.

you shouldn't be able to kick down the door, fire a nuke, walk in a room and end the game. Worst ending ever.
 
Dragula said:
It's more fun to actually see what changed, they are just lazy.
Brother None said:
And we feel it's better to say, 'you know what, we're just going to end the game, and the changes you made can be minor or really really big, but because we can't script all the changes to the Wasteland to let you keep playing, we're just going to stop it there.'
I don't know if it is laziness, it's probably more of a time management thing. Perhaps it's just too much of a bother, but programming is their job. Maybe it really can't be done as he said, which is a testament to the impact the player has (or doesn't have) on the game world.

It would be more fun to see these changes, but if the ending is satisfying I don't mind. One can always start a new play through, which can be more fun than continuing to play after the game is done.
 
while the changes may be so big that it's hard to implement them in the game, I think the problem lies more in that it's a whole lot of work for very little pay-off. sure, it'd be very nice and offer a lot of immersion if you could physically see all the changes, but then what? to make it worhwhile they'd have to put in tons of new dialogue, new quests and maybe new npc's and what not. and by then, the game wouldn't really be over, would it? even an open gaming world that lets you keep playing after finishing the main story has sort of a definite ending in the sense that there's simply nothing more for you to do than travel around to see old places and to kill more enemies.
 
Open endings can be OK even with little new content, but not if all the dialogues remain the same (e.g. Vault Dweller still asking about Water Chip / GECK years after finishing the main quest).
 
I think a lot of the potential gamer backlash hinges on how its presented to the masses. Dragon Age had a conclusive ending, yet a simple text pop up tells the player that having completed the game, they can now continue their adventures prior to the epic finale battle. Admittedly theres hardly anything to do afterwards but it gave the illusion of a partially never-ending game.

From what I've read, New Vegas' implementation--"heres the autosave to use if you want to continue after finishing the game"-- could very well be viewed as a "cop out" by many gamers (the same gamers that would praise the open ending had it been ever so slightly tweaked to resemble that of Dragon Age's---auto loading the older save upon completion accompanied by message congratulating your success & bluntly stating you are now free to "continue your adventures prior to the final battle")

Like I said, for the gaming masses its more desirable to give the illusion of an open ended game, but I'd think many reviewers would appreciate the finality of a well written definitive ending, with everything fading to black.

ooga booga
 
verevoof said:
I don't know if it is laziness, it's probably more of a time management thing. Perhaps it's just too much of a bother, but programming is their job. Maybe it really can't be done as he said, which is a testament to the impact the player has (or doesn't have) on the game world.
I'd rather they spend the time and resources on the main portion of the game than on showing the world after you beat it. I don't understand why people get so upset about this, stories and most games made after the 80's have a beginning, a middle, and an end. Showing the changes and letting people explore the world after you beat it is best left to a DLC or a sequel which talks about it (ala Fallout 2).
 
I don't know why people want to wander aimlessly around after they beat the game. I like seeing the ending slides of Fallout 1 and going, "Yeah, I did that." Gives me a bigger sense of accomplishment.

Also, some guy on SomethingAwful took a screencap of one of the loading screens for New Vegas and put it in their Fallout New Vegas thread. It also gave some little tidbits of info. Using stims in Harcore mode is REALLY slow, the enemies are a bit smarter, and your starting skills give you different items (he started with Unarmed and got boxing gloves).
 
OakTable said:
I don't know why people want to wander aimlessly around after they beat the game.

Neither can i, MMO mentality or something? or as Crni Vuk and others in this thread pointed out, dumb LARP-ing.

Faceless_Stranger said:
Very nice I gotta say, it's vibrant and seems alot more lively than the F3 loading screens

Looks anything but post apoc or even western thanks to that pen. And i'm guessing the latin coins are related to the dumb romans in the game.
 
OakTable said:
your starting skills give you different items (he started with Unarmed and got boxing gloves).
It's finally back! Wohoo!! I loved that in the first game (makes your skills more usable, especially combat skills) and was sad that it wasn't in either Fallout 2 or Tactics. That all said, I hope they do a more equitable job than Fallout 1 did.
 
x'il said:
OakTable said:
I don't know why people want to wander aimlessly around after they beat the game.

Neither can i, MMO mentality or something? or as Crni Vuk and others in this thread pointed out, dumb LARP-ing.
People become too attached to their dolls (characters), they like to gather stuff for their doll, they like to dress up their doll, play with their little dolly. When someone takes away a child's dolly (end the game), they whine and cry about it.
 
verevoof said:
x'il said:
OakTable said:
I don't know why people want to wander aimlessly around after they beat the game.

Neither can i, MMO mentality or something? or as Crni Vuk and others in this thread pointed out, dumb LARP-ing.
People become too attached to their dolls (characters), they like to gather stuff for their doll, they like to dress up their doll, play with their little dolly. When someone takes away a child's dolly (end the game), they whine and cry about it.

Pretty much. Why make a gameworld that reacts to the player if he can just as well play pretend and imagine the whole thing in his head? just throw some garbage (and a little hype) there to encourage this behaviour and that's it. :falloutonline:
 
They could always just do like they did in Fallout 2: Have a definitive ending and then give the option for non-canon free-roam afterwards, this way everybody is pleased. Those who want a good story and sure ending get it, and those who want to putz around and finish up whatever's leftover also get the oppurtunity to.
 
KING SHIT said:
I can't be assed to play after a game ends. I don't see what's so fun about just running around killing things when you've done every quest in the game.

I agree. In theory, I love games that don't really "end", but in practice, I never really play them after the "ending." I might make a few half-hearted attempts, but it's just not the same.

Of course, I'm the kind of person who loves to explore and puts off the main quest until I'm a level 20 badass and have done basically everything.
 
The explanation sold me. Remains to be seen whether the execution matches the intention, but I'm pretty optimistic in this area.

The only reason going on "after the end" would matter to me is if the game really isn't something I'll want to replay. And that will depend on how long-winded and dull the conversations are. Or are not. :)

Clarification edit: I mean... if the game is really something I don't want to replay, I might want to go back and check out a few things from the last autosave before throwing it away. I'm not suggesting that this is likely, but...don't you hate when there's a different role or area you wanted to explore but it's just not quite worth a replay?
 
The explanation makes sense, though I can't help but feel this is going set for another DLC ala Broken Steel.

I might be a minority but I'm one of those folks who like playing after the end, roaming around, hunting down and stalking Raiders and Mutants is my stress relief. It's a little bit of downer for me but I can live with having the game end when it's supposed to end.
 
So make a save before you finish the game.

I don't get why people complain about a game ending. You can't run around doing whatever you want if you still have a quest to complete?
 
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