The only question I have is why? Did Bethesda not learn its lesson from Fallout 3?
Imagine you got an ending that said "Goodsprings prospered from increased trade." Sounds good, right? Then imagine that after the ending, you go and massacre Goodsprings for lulz. That ending you got just became worthless, since Goodsprings is now a ghost town. By giving players freeplay after the ending, instantly cheapens the actual endings. Just like how Broken Steel did, except worse because FNV's endings aren't an abomination against story writing.
But more importantly, why do you want Freeplay? You already have a warning box telling you to save, and the latest patch even makes a save for you if you're too lazy to do it yourself. After Hoover dam, there's nothing to do. FNV's sandbox exploration gameplay isn't very good. A lot of enemies don't respawn. What, are you just going to go shoot fiends near Vault 3 forever?
FNV is a Fallout game in the old school mold. This is its strength - its gameplay is based around quests and witty writing. With FO3, it made sense to play after the end, because the entire wasteland is chock full of dungeons with random enemies to shoot. FNV isn't; most every location has a quest tied to it, with the replay value coming not from an MMO-esque "roam and shoot stuff" imperative ala FO3, but instead coming from the fact that your choices actually matter.
Im just curious, after the fuss caused after Fallout 3, would it not have been something that would have had to come up in a conversation at some point during the development of New Vegas? Something like... "Hey they were kind of mad that we didnt let them continue playing last time, maybe we should this time" ...nothing like this came up? Does Bethesda not understand that people would pay double the price of their current dlc if they would just put in the time to finish the game the way it should have been finished?
Listen, dude. The way it "should" be finished - that is, with full consequences for your actions reflected in the game world - is an incredibly intensive thing. We're not talking twenty dollar DLC here. We're talking full on expansion, or possibly even sequel territory. This is because the number of potential outcomes for FNV is through the roof. FO3 had four things that meaningfully affected the ending - Karma Good/Karma Bad and Virus Yes/Virus No. And in Broken Steel, Bethesda pretty much ignored even those minimal things, since the Brotherhood still won no matter what you did, and the virus didn't really affect anyone. FNV, meanwhile has a good portion of quests affecting the ending, that on top of the five "main" endings.
You know what though? Its all an excuse.
http://www.newvegasnexus.com/downloads/file.php?id=42428
That is the work of one person. ONE PERSON is able to do what the entire team refuses to do at Obsidian.
There's little preventing Obsidian from simply making that level of change in a patch. It's ten minutes of coding, tops. The problem is, you and people like you will then start complaining about why nothing changes after the battle, even if it dumps you back to Goodsprings/whatever to keep playing. Or you'll whine about how there's not enough to do after the battle. You'll never be satisfied, so why should Obsidian waste any time at all satisfying people like you?
Nobody wants to hold on to a save right before the final battle just to wait on dlc before finishing their game. It completely destroys immersion to do so. So why then is this still a viable option for an ending to an open world 'sand box' type game? How many games have made this mistake before and how many companies continue to do it? Argue with me all you want because you dont like change, I dont care.
Problem: FNV is not an open world sandbox. It's more open than, say, Mass Effect 2, but its primary appeal is quests, not unguided exploration. Like Fallout 2 or like ME2, post-game content would end up being totally irrelevant save DLC. But since DLCs introduce more than two new perks but you only get enough levels for two new ones, you're better off just starting a new character.
I know for a fact that the majority of the people that play Fallout would appreciate a dlc that opened the game back up to them alot more than some stupid trip to yet another casino or filler content such as ARMORED SCORPIONS (YAY?).
What makes your made up statistics any more valid than anyone else's made up statistics? I mean, if I said "I know for a fact that the majority of people that play Fallout would be disappointed with your proposed change", how is that any different from what you're saying?