Why would I want to know the long-term impact when I'm still in the process of impacting? It would spoil any storylines that Bethesda may decide to add.
Why would I want to know the long-term impact when I'm still in the process of impacting? It would spoil any storylines that Bethesda may decide to add.
This nails it for the most part;
http://www.breitbart.com/tech/2015/11/20/fallout-4-review-bethesda-never-changes/
Bethesda is starting to show some big signs of ageing............please go out there and get some new blood with fresh take of game development and new ideas.....
In FO 2 and FO 3 Broken Steel you can play after the ending sliders. Could have done the same thing with FO 4.
Because if they add more content via DLC, like FONV did, they can add more ending sliders to reflect the "new story lines". It doesn't spoil anything. Can't spoil what hasn't happened yet, and a ending slider doesn't do that.
I will agree to most of that, it repeats what many of us have said.
If the ending slides don't contain what hasn't happened yet, then what would be their point? We already know everything that *has* happened, and if you want to know how what happened affected a particular person, then go talk to that person. I had a long conversation with Piper about what happened as just one example.
Agreed 100%, well, except that I don't think it was my favorite part of the games, it did give a sense of accomplishment, that you can sit back and enjoy(or recoil in terror) at what transpired because of your actions.
It was a reply to this:
"It would spoil any storylines that Bethesda may decide to add."
Ie. any DLC they add would have it's own sliders(ala FONV). It doesn't spoil what hasn't existed, which in this regards was any storylines they add to the game. It wraps up everything you did with the short and long term effects, which as Nuclear Day pointed out, wouldn't have changes you would see in the game regardless of how long you played for.
Bah! I like Bethesda's formula and most of the complaints here are meaningless to me or actually negative. I hope they continue to refine their formula and they will continue to be my favorite game studio. I have small nitpicks but certainly not stuff like slides. I do agree the inventory could be improved a fair amount.
And that's exactly the problem I have with ending slides. Unless the story is beyond-a-doubt over, then knowing the long-term effects is a spoiler. Bethesda may be leaving the long-term effects for us to find out for ourselves in future content releases that an end game slide could potentially ruin.
The reason they had them in Fallout 3 is because the game *was* supposed to end at the end, and it was only due to numerous complaints that they added Broken Steel to resolve the issue so that it didn't really end. End game slides really don't work well for games with no ending unless they include only short-term things that is more fun for us to discover in-game.
I don't find the ending sliders to be spoilers in anyway. They add weight to your particular playthrough. It is also only "possible" canon events. That is how FO lore has been. The ending sliders of FO 1 didn't spoil anything in FO 2, FO 2 just shed light on which endings were canon. FO 3 with broken steel is still proof that a game can have the sliders AND have the game continue on.
On this episode of armchair critic we have some guy who has never attempted to make a videogame in his life tell one of the most successful game studios how to do their job. Stay tuned for all the excitement!
Broken Steel made the Fallout 3 ending slides irrelevant. There are endless complaints to do this day about it. Just because you can do something doesn't mean that it's the best thing to do in an open world game. The FO1 slides didn't make FO2 irrelevant because FO2 was a completely different game and FO1 ended at the end of the storyline. Same with FO2 even though you could still wander around afterwards (though really no point in doing it.)
I don't want to see potential long-term endings for a character I'm still actively playing. It is up to me to decide the direction my character will go from that point, not some game slide.
The problem is there's no direction at all, finishing the main story line means nothing apart from the factions you eliminate, there's no change in the way people act or feel, there's no change in hostilities or who will and will not attack you, it's all the same really. So because of the lack of slides and the lack of any real closure to the game we end up with a main story line that just ends on one massive cliff hanger, leaving you scratching your head wondering how the faction you sided with changed the commonwealth, if at all.
And maybe that's the whole point. The game hasn't necessarily "ended" yet. If it turns out that the DLC does nothing, then perhaps I'll revise my view, but until then, I'm interested to see what happens without "end game" slides ruining the suspense.
The point is to create a main quest line with no real ending at all? DLC isn't going to fix a poorly construed main quest line, I'm sure Bethesda didn't just conveniently create a main quest line with no impact simply to allow DLC to patch it up.
Main quests typically aren't the point of Bethesda games. Oftentimes, it is ignored by many players.
Incorrect, Fallout 3 had a very strong main quest line, NV had a decent main quest line, both had clear defined impacts in game, Fallout 4 has none, and Fallout 4's side quests are the most boring of the series, it's only strength lies in it's main quest line, which is great, until the ending, or lack thereof should I say.
I would take Fallout 4's story and side quests over New Vegas or Fallout 3 any day.
Fallout 3 was trying to be like the earlier games and had an ending that did not allow players to continue after the game was over. Only after an uproar of complaints by Bethesda fans did they "fix" it with Broken Steel to function more like their other games. Numerous players to this day are playing without bothering at all with the main quest as they do with other Bethesda games. I have a current Fallout 3 game where I rushed through the main quest to get it done and am now focusing on the "real" game.
Fallout New Vegas was developed by Obsidian, not Bethesda. Once the ending happens, the game is done. It's a story-based game vs. the typical Bethesda sandbox game.
If you play Daggerfall, Morrowind, Oblivion, or Skyrim, you will find that the main quests there are generally ignored by many players too. They're basically just larger-than-normal side quests.