I don't get why people are saying they have to start over to keep playing, or to play DLC's. You don't have a save file from before the ending?
i only want the game to continue if beth put some effort into the end-game. if nothing changes or, god forbid, it ends up like skyrim where anything you do isn't even acknowledged then it should end
We can have both, like Fallout 2
Ending slides and post-ending gameplay isn't an oxymoron...though the canonical story should be concluded in the ending slides IMO.
Open ending for an open world game, please. I'd rather have smaller endgame ramifications the devs can realistically implement in the game than be given a choice so world-changing that we can't continue actually playing in it. Radiant Story is a great framework for creating a dynamic world, I want to see them tie it in with the choices and progression we make in quests, especially the main quest.
Definitive endings are fine but I'd like to be able to continue exploring the world after wrapping up the main quest. Maybe even interacting with the world after seeing how my actions affected NPC's and changes to the world. Perhaps new radiant quests or some type of post gameplay. I don't care about sacrificing someone else to live, as long as it isn't my character.
Yeah, but judging by what Beth did in Oblivion & Skyrim? You wouldn't get anything like that. Maybe every dozen lines of random NPC pvssyr, someone would throw out a "Did you hear So-and-So saved the wasteland?" in between the comments you've been hearing all game.
It's been mentioned before, but in the case of FO:NV, this would be a massive undertaking. Particularly because of the different possible endings - they just weren't going to make 3+ different sets of "after the end" world changes.
What's so crazy is that Bethesda actually had lines of praise recorded for the city guards in Skyrim that acknowledged your feats. For some strange reason, Bethesda decided not to include this in the final cut. Fortunately for PC users, the City Guard Overhaul mod fixed this while console players were crap out of luck. Let's hope Bethesda does not make the same mistake this time around. Especially since they recorded more than 13,000 lines of dialog.
Say what you will about the writing, Broken Steel was a pretty good example of changing the world after the MQ in principle. And I really liked the way the world changed during the regular main quest when the Enclave started making their presence felt. Skyrim didn't do much of that in the main quest, but the shifting Jarls and guards of the Civil War were pretty awesome. I want to see them step forward in that direction.
Didn't Fallout 2 allow you to keep playing after the main story?
I don't care about seeing the game world changing... I just want to be able to complete the mainquest and continue playing + exploring the game world, knowing that I've done my main thing and am freed to keep doing other minor things for people or for myself.
Overall, I'd like to continue tinkering with settlements and doing my thang after the main quest. If my wife survives, you know, have her around, get to be a husband to her. Like "Hey, hun, all that's done...Wanna go blow s--- up?"
"Oh honey, I thought you'd never ask..."
Playing after the main story is finished is perfectly fine. Fallout 2 gave the player an option to continue playing after the main story ended.
People also need to keep in mind that FO3 (and FONV to a lesser extent) was an homage to the original games, so that's a big reason the new games ended as they did.
Now that BGS has successfully relaunched the franchise and are free to create things as they wish, we'll have to see if they continue to focus on certain elements of the original games as an homage or try to create entirely new elements and look towards the future.
Yes, let's take NV as an example, and no, the Legion winning is not instantaneous at all, same with NCR or anyone else. Except for Mr. House as he was already running Vegas to begin with. You have to consider the difference between the game and Universe. Plus the distance between settlements and general locations, that the game doesn't accurately portray because of map size. If the Legion wins, it would take them weeks or months after, to kill or enslave the people living in the Mojave. If you take one of the Independent routes, it states in the slide, "Chaos became uncertainty, then acceptance, with minimal loss of life." That isn't something that's going to be happening over night. Same with the other Independent slide that states, "Anarchy ruled the streets. When the fires died..." That doesn't sound like something happening over night either. Neither does the NCR making successful negotiations for annexing the Strip.
For a side faction, the Boomers. One possible slide states that the NCR mounted several campaigns against them. Those campaigns aren't likely to be overnight occurrences either, even if they are small. For the BoS retaking Helios One, with a Legion victory, the Legion eventually turns and takes it from them. Again, you have to remember the distance between locations in game, and in the Universe. In the Universe it would take these events weeks or months to occur, not overnight or immediately.
Even detailing someone in particular, like Tabitha. Hearing of her and Rhonda's adventures out east, aren't going to be something you hear overnight either.
NV makes it clear that a lot of the events the PC participates in, and their repercussions, aren't overnight events, but do indeed take weeks or months or more, to fully come about. And a lot of people obviously don't realize that.
yes, in this setting just two options works better, it might have real gameplay effects too, like bases by the loosing side taken over by the winning and the loosing side reduced to raiding a bit.
Still don't expect too deep changes here. Broken steel did it as well as you can expect.
if you just have sliders you can pop up anything, however this has nothing to do with real effects.
For me, it really doesn't matter, as long as the game does have it's contents.
13,000 lines isn't much.
"Producer Jason Bergman announced the involvement of several celebrities, including Ron Perlman as the game's ever-present narrator and Wayne Newton as radio DJ "Mr. New Vegas".[36] He also confirmed that the game would include voice acting from Matthew Perry, Zachary Levi, Kris Kristofferson, Danny Trejo, Michael Dorn and Felicia Day. The game established the new record for the most lines of dialogue in a single-player action role-playing game. The game contains around 65,000 lines of dialogue, beating its predecessor and previous record holder Fallout 3 which contained 40,000 lines of dialogue.[37]"
- https://en.wikipedia.org/wiki/Fallout:_New_Vegas#Development
Now if the 13,000 lines of dialogue is for the protagonist's voice then maybe it's a bit different.
Still, that doesn't exactly give us anything concrete as to how many lines of dialogue there is overall.
13,000 for male and 13,000 for female, both of which are completely redundant and take up space on the disk for console version.
How much NPC dialogue will we 'really get'?
The one thing I wish they would add is a way for the PC to leave the waste and get the ending cards without finishing the main quest. The courier after observing all the d bags vying for control of New Vegas packed up and headed east. Just a nod to my apathetic character who just said f it. He still has no end to his game because he didn't want to help any faction because they were all corrupt and petty in his opinion.
If they did that, then the PC wouldn't become who they end up becoming. The Courier would never have been known in the history of the Wasteland, if he/she hadn't participated in the major conflict going on. The PC would basically just be another person in the wasteland, like any other, not someone who's a legend.