» Fri Oct 14, 2011 10:47 am
Every Fallout has multiple endings base on our actions but for Fallout 3 but at least it had an ending. The ending greatly add to replayability (all but Fallout 3). They give consequences to our actions, which adds meaning to the game. Which makes a great RPG/Game. They give us some idea of what the future will bring.
An older post but it works
"What was a mistake was... That Fallout 3's ending was crap not because there was an ending but that that ending was flawed.
First, we had to go send ourselves into the radioactive room to our death or send Sarah Lyons into it. Thing is what if we have Fawkes, Charon and Sergeant RL-3? Three companions that can't die because of radiation? Fawkes owes us big time and yet will not do a simple task? The other human companions could have gone in as well. (Fallout 3 we weren't even supposed to have companions, hence the name "Lone Wanderer.")
Second flaw is that the game is pure Good vs Evil with everything favouring the Good. So you have no choice but to join the BoS and there is no real bad ending. So it was easy to though in more pointless bad guy ass kicking.
The third flaw, the biggest one of them all... Is that Fallout 3 did not have multiple endings based on our actions like Fallout, Fallout 2, Fallout Tactics and New Vegas. Fallout 3's ending is this for all "the endings": "S/he was good/bad, blah blah blah and in the end S/he was good/bad, blah blah blah, don't learn crap (very little) all about anyone or anything in the DC wasteland.
So with all these flaws it was easy for Bethesda to completely remove the ending and add more game play. Now another mistake caused by Broken Steel is that it ruins the Enclave's whole plot. Therefore the whole plot of Fallout 3.
It was not a mistake for New Vegas to have an ending. It was a series of mistakes that caused Fallout 3 to have a piss poor ending that could easily be undone, which ruined the plot of the game :thumbsup: "