Carbuncle, why is dying in the end so important (just out of curiosity)?
I don't have anything against character dying as a result of the MQ line, but I wouldn't want it to be labeled as "default" and handled as something one has to work to get around because it implies that it has some form of inherent value over the other endings. It should be just one the results of your actions along with the others.
In the previous thread there was some talk about prompting the player about whether or not s/he wants to contiue afterwards, and I support that more than offering one way to completely deny postending gameplay (of course as long as the postending stuff does not hamper the possible endings in any way - not by limiting the possibilities by trying to simulate all the possible changes the endings provide or any other way - it has to make it clear that story is now over, and what comes next is of no consequence to anything, just freeplay for those who whish it). And, now that I think of it, rather than death, as I'm 100% sure Beth will add postending play whether I liked it or not (and I don't), I'd see it more convenient to leave the fate of the character intentionally vague and open for playerinterpretation (because it would feel kinda moronic to read a question "The story is now over and the fate of Skyrim sealed. Would you still like continue playing?" after you just witnessed your characters death).
The main thing, with this issue, I want is a well executed ending that gives me proper feedback on my choices (which the game hopefully offers - and more so: in a meaningful way) and actions, and which doesn't
just drop me back after all is said and done without asking whether I want to or not, and thus flattening the ending and the sense of accomplishment.
The TES games have to much replay value after the MQ is complete that an official ending would be absurd. The only problem I found with New Vegas (besides the bugs) was that the game ended.
How does postending gameplay contribute to replayvalue as you don't start over and
replay? The way I see it replayvalue comes from the ability to do things in different ways and have feedback from your choices - the way Fallou 1, 2 and New Vegas - for a couple of examples - did.