How many of this games are open world games...? There is a difference between linear games and open world games. For linear games it don't make much sense to contuine.
How many of this games are open world games...? There is a difference between linear games and open world games. For linear games it don't make much sense to contuine.
Only thing I don't like about a definitive ending is having to make a new character to play the inevitable dlc that will get released. I got blindsided by this with Fallout 3, but was prepared when New Vegas was released. Now I always have a save before the ending.
Honestly, I never pictured much overlap between the hardcoe roleplayers (who frequently don't bother with the main quest in the first place. And seem like people who understand that a story has a beginning/middle/end) and the people complaining about not being able to keep exploring around and/or "why don't I get to loot Col. Autumn and shoot his unique laser pistol!?!?"
Especially when that post-end world would likely annoy the RPers to no end, by not adequately changing to reflect what happened in the Big Finale.
I'd actually prefer the main quest be personally important but not region changing and the interactions you have with individual communities while exploring be the changes you make in the world. This would make exploring after it no big deal and not make you illogically put it off to the last thing
It's should be quite possible though, for the gameworld to reflect quite a few of those changes tho. Eg. NRC troopers patrolling freeside in new vegas or something like that, but I agree, that if they don't show some to a lot of the changes (excluding ones that would take years to change things), then it's kinda meh and I'd rather just hold off on doing the last "quest" for as long as I want.
PS: This is in addition to eg. a slides ending thing.
I personally would never continue playing after the end of MQ, but for those people who want to do that it's good to have that option. You can always just quit the game at that point. The only thing is that the MQ ending should feel like an ending, so there should be epilogue slides and epic music and credits and whatnot. The ending to Skyrim's MQ felt extremely anticlimactic.
The only reason I can think of to not be able to continue after the end of MQ is if the ending demands that the PC dies, but I think that those endings are best avoided (remember ME3? ). I wouldn't mind if the PC dying was one of the options in the ending, and if you make the choices that lead to the PC dying then you can't continue the game.
No, no "game over" because I want to finish up everything on my pumped up character, not do the same stuff again from the start. FO2 allowed this as well and it's especially important post-Bethesda because they build a huge world and stellar number of things to do. The only thing a "game over" does is me postponing the main quest a month to the point that I forgot and no longer care about it. At worst, do it like NV: Give a save point right before the end so we can reload after seeing the last quest.
No is what i voted, most first playtroughs i do, are MQ first all the way to the end, after that i start picking up what sidequest i didnt do on the way to MQ completion. I'd rather not have to restart my game to then be forced to forget the MQ untill i have exhausted all side quest and stuff to find, before finaly being able to play the MQ out of fear for otherwise ending my game early.
I refuse to vote. There is no neutral answer. Either way would be fine for me.
@Hexod There, you should see one that says I don't know.
What people don't seem to get is that we can still have a great ending EXACTLY like in New Vegas but still be able to play after it.
There is a really good and simple solution, have a popup come up telling you that after this you're continuing for your own enjoyment and that nothing after that is part of the real story.
Those of us who want to keep playing can do that and those who want an ending can just quit the game. There is literally no reason for anyone to have a problem with this solution.
Is there any legitimate reason that "After Slides" can't open up a year or more later? I mean that's how Fable: The Lost Chapters did it.
Personally, I don't like to waste my time making a character and setting up little minute details to make the world suit me, only to be forced to abandon a character forever, like in New Vegas. I like to keep exploring and doing side quests, etc.
Yes, it'd be pretty easy for them to do a simple continue function. (As the guy a couple above you said, a popup saying "sure, keep playing, but it'll ignore the MQ finish").
But I've just got to say again - what's "forcing" you to abandon a character and start over from scratch? Did something auto-delete all your saves, so that you couldn't wander-n-sidequest from a point just before the last step of the MQ? Yes, this may not be the preferred option for the "want to continue" crowd. I just have issues with the repeated statements by people that they have to start over if they finish the MQ and see a "The End" screen.
(Hmm, I suppose if someone just uses the auto-save function, they might not have an earlier save available. But does anyone really do that? Seems crazy to me, I usually have a couple dozen saves at all times....)
I was quite satisfied with the original ending of 3, because I thought it was a poignant close to my character's story. I also really liked being able to see the effects Project Purity had on the CW in Broken Steel. So, I suppose I'd like to be able to play post-MQ as long as they did it right. I think it would be really cool if they handled it like the Lincoln Memorial, and they implemented post-MQ changes over time.
Of course the game should have a proper ending.
What it probably needs is some ingenuity on what the story is about and how it is structured in order to offer the Fallout endings while keeping an option to continue on open to some length.