» Thu May 03, 2012 6:38 pm
While I admit that it would be nice to see the effects of my decisions in person rather than in the slides, in all honesty I have to say that it's better that the game ends when the MQ does.
For one, the whole point of the MQ (and the majority of the side quests) is building up to Second Hoover Dam, so continuing past that wouldn't make much sense. For another, the fact that a single faction out of the Big Four ends up with total control of the region means that almost all content would be locked out in any continuation, because the givers thereof have been either killed or sent packing, which would leave you with essentially nothing to do. Furthermore, adding even one of the Four's post-MQ state would be a tremendous amount of work and expense to do properly, and anything less would render it a waste of time and effort as well as piss off those who want their decisions to actually matter.
For what it's worth: FO2 did allow post-MQ play, however the game explicitly warned you that the dialogue and quests were not set up to accommodate doing so; as a result, it quickly became apparent that you were better off restarting because nothing was making any sense anymore.
Post-MQ play does work in the TES series, though, because nothing you do has any real impact and almost nobody even knows you did anything. Then again those games emphasize exploration and free-roam above story and plot, so the ability to play post-MQ isn't really a problem. Instead, the problem is that you don't get to see the effects of your actions while doing so, which for some of us greatly lessens the point thereof. In fact, for me it completely removes any such point, which is why I retire my Skyrim characters after they finish the MQ. Of course, I tend to do it last, so by that point they've done everything pertinent to their roles and have no real reason to keep going anyway.