Why would you make the same mistake?

Post » Thu Dec 24, 2009 8:26 pm

Why would anyone prefer a philosophy of design that stressed insignificant change? The whole point of it that the PC's interactions with the different areas of the world affect significant change (for the good, or bad, of the inhabitants). If you liberate the wasteland from major oppression, and they are said to live happily ever after, and be forever in your debt, then the developer should not have to implement all of the extrapolated changes that would occur (and that would likely tame the game environment); and they should not need to allow for contradicting events post ending, (like killing off the happy people).


Personally... I believe that its best to abruptly end it while one still wants to play, rather than to allow the player's last memories of the game to be that they got bored with it. Limitless free play [of this kind] devalues every aspect of a game IMO; and seems like it would be a nightmarish minefield to the creative writer, and their endeavor to craft a compelling story.

i can see your point, but bethesda games are fun to play for years and they don't have endings, its not the game having an end that makes it good or not good, its the entire game experience, its not ending slides or an abrupt ending....listen to todd howard sometime on his many interviews on how bethesda approaches their games and their philosophy on game making, its about the entire experience he says, from before you even buy the game, to all the way thru it..so its a philosophy some game developers have to "end" their games, but lots of really good games don't have the game end after main quest, and lots of lousy games have game endings, but i think it just depends on how good the game is overall, its not the ending that makes it good but its fine to have it end if its aporopriate for the story but to just make all games have those endings as a philosophy i don't think makes any sense, simply because the best games i have ever played so far over the years are games that don't put a lot of restrictions on you.
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Cash n Class
 
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Post » Thu Dec 24, 2009 8:01 pm

i can see your point, but bethesda games are fun to play for years and they don't have endings, its not the game having an end that makes it good or not good, its the entire game experience, its not ending slides or an abrupt ending....listen to todd howard sometime on his many interviews on how bethesda approaches their games and their philosophy on game making, its about the entire experience he says, from before you even buy the game, to all the way thru it..so its a philosophy some game developers have to "end" their games, but lots of really good games don't have the game end after main quest, and lots of lousy games have game endings, but i think it just depends on how good the game is overall, its not the ending that makes it good but its fine to have it end if its aporopriate for the story but to just make all games have those endings as a philosophy i don't think makes any sense, simply because the best games i have ever played so far over the years are games that don't put a lot of restrictions on you.

You make it sound like there are loads of games that don't end and they are all great, while there are some games that end and they svck. Really, it's like 98% of all games there is actually have an end that means "the end", and I wouldn't say that 98% of all the games are bad games. Really, many games would be completly pointless or make no sense if it continued after the climix. As I said earlier, the STALKER games. Either it ends with you dying, and you can't play after that, can you? Or it ends http://www.youtube.com/watch?v=R-fjIu5zI6k, and do you really want to spoil that beautiful ending? Beside, how the hell do you make post-ending gameplay from that?! And that is a really really good game, too. And in many other games it's like this "Dangerous opponent arises, with him a huge army of baddies. You kill baddies, you kill the opponents, his faction is gone and there is no more evil". What do you want to do for the rest of that game, run around and having people thank you since the baddies are now gone? But, no more baddies to fight? It's such an anti-climix to go back to such a state, after you have fought your way to the hard end, probably defeated a boss and saved some people or whatever, it's really climatic... and then, back to your everyday normal guy life? Kind of like in Army of Darkness, Ash is living that whole adventure in the medieval times, then he drinks that sleeping potion and all of a sudden, he's back at his work again at S-Mart. Although that had a special twist with that witch coming after him, kick her ass and then kiss the woman in the end - Hail to the king, baby!

Oh, and I think many game developers have the philosophy of "it's all about the experience"... No [censored]?! What the hell would it be about otherwise?
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April
 
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Post » Thu Dec 24, 2009 12:40 pm

I think I have a perfect solution: The Final Slide.


[Narrator] "This is the story of Courier Six. The chapter of the Mojave Wasteland is now over. The fates of the Courier and of his comrades has been decided. However, this is not the end of the story as some may think. This is what is bound to happen. In the mean time........."


So basically, all the ending slides are still valid, however it is just the "near future". This way, my ending slides will have been "locked in" and I don't have to report to fight at Hoover Dam. Broken Steel was amazing for the fact that I can just "close the book", if you get what I mean. Take a book, read it through except for the last chapter. Never read the last chapter. That is how New Vegas feels like. An incomplete book.
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Laura Richards
 
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Post » Thu Dec 24, 2009 12:27 pm

I agree with this. A freeplay mode (like the one in Fallout 2) would've gone some way to preventing the constant recurrence of these sorts of threads.

Still, I suppose then there'd be a bunch of threads complaining that the post-endgame freeplay Mojave doesn't reflect the ending slides. You probably can't win.

I'll be amazed if FO4 makes the same mistake though.


Bethesda's made it pretty clear FO4 that they won't make the mistake of ending the game as they did with FO3.

Optimal is letting the player play past the end slides with what happened in them being reflected in the landscape, and I think that's what they'll do, and the game will be even better because of it.
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Matt Gammond
 
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Post » Thu Dec 24, 2009 8:25 am

I think I have a perfect solution: The Final Slide.


[Narrator] "This is the story of Courier Six. The chapter of the Mojave Wasteland is now over. The fates of the Courier and of his comrades has been decided. However, this is not the end of the story as some may think. This is what is bound to happen. In the mean time........."


So basically, all the ending slides are still valid, however it is just the "near future". This way, my ending slides will have been "locked in" and I don't have to report to fight at Hoover Dam. Broken Steel was amazing for the fact that I can just "close the book", if you get what I mean. Take a book, read it through except for the last chapter. Never read the last chapter. That is how New Vegas feels like. An incomplete book.



I personally LOVED being able to do DLC after completing the MQ in FO3.
It gave it a "and the adventures of the Lone Wanderer continue.." kind of feel, and it was a blast.
Sadly, with NV, it seems all the DLC in it are locked into some grander main storyline that really should've been in it to begin with..
NV's storyline never achieved a true feeling "epicness" for some people, and I think the fact that they left what seems to be the main storyline out is part of the reason.

The fact that the main storyline is being released via DLC is kind of inexcusable in itself..
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Grace Francis
 
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Post » Thu Dec 24, 2009 2:40 pm

Bethesda's made it pretty clear FO4 that they won't make the mistake of ending the game as they did with FO3.


Thanks for providing evidence to support that claim, everyone- including myself, will forever believe what you just said with your pile of unbeatable evidence.
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April D. F
 
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Post » Thu Dec 24, 2009 8:12 pm

If Beth want to make TES with Guns, so be it, just give me the fillers thanks.
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Irmacuba
 
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Post » Thu Dec 24, 2009 10:27 pm

I wouldn't say it's a mistake to not be able to play after the Main Quest although Fallout 3's ending was pretty bad.

The Slider Idea is a good one but I think it truly depends on the way the game ends and how much of an impact the changes at the end of the game would do to the world. If it's a dramatic change like New Vegas then no the game should end but if it's something minimal or will take years to occur like Fallout 3 then you should be allowed to continue after the Ending/Main quest.
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Danger Mouse
 
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Post » Thu Dec 24, 2009 10:29 am

Welcome to the world of hand holding in Video Games. Not to be wearing my nostalgia glasses, but time was, the game would end, you'd feel accomplished beating it, then you'd start over. Now you have to make it unending, even though the after game content is usually mindless killing with no real purpose than to shut cry babies up. New Vegas should remain a fixed and absolute ending. Otherwise the aftergame Broken Steelesque DLC would just make New Vegas laughing stock number two. The only REAL mistake was Bethesda caving in to community pressure, the result? a half done DLC that borked the game.


If gamesas had written a better ending for FO3, they wouldn't have needed BS in the first place. Being forced to commit suicide svcked hard...and you didn't even get a proper series of ending slides to show how you made a difference either. FO3 with BS and Oblivion were the only open ended games I actually played more than a few hours after the end. Most...GTA games, RDR and Mass Effect 2, for example....bore me to tears so bad after wandering around like a ghost a few hours I cannot even replay them. I was happy with NV's ending so I neither need or want a BS type DLC to fix it.
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Pixie
 
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Post » Thu Dec 24, 2009 3:01 pm


Oh, and I think many game developers have the philosophy of "it's all about the experience"... No [censored]?! What the hell would it be about otherwise?
:read:
game developers do have "philosophies" on how they make their games.. they have a particulay way and style and certain elements etc they put all together and that constitutes their philospophy and how their games are gonna be made, for instance bethesda games don't have endings, they also aren''t full of restrictions, limitations, stupid ideologies about everything having to be "plausible". so there is a big difference on how game developers make games...oblivion no ending, FO3 no ending, stalker:call of pripyat no ending, mass effect 2 no ending, GTA no ending, FO2 no ending, WoW no ending, morrowind no ending, and those are all pretty good games so any idea a game has to end to be good is stupid. :ph34r:
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matt
 
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Post » Fri Dec 25, 2009 1:07 am

Thanks for providing evidence to support that claim, everyone- including myself, will forever believe what you just said with your pile of unbeatable evidence.

todd howard already said it was a mistake for them to have an ending for FO3 and he said that won't be happening again, bethesda games don't have endings generally. and its pretty easy to find that info on google, it was an article with todd howard.
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Haley Cooper
 
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Post » Thu Dec 24, 2009 9:30 pm

:oblivion, no ending, morrowind no ending,


Way to use two of Bethesda's previous games as examples. Morrowind it made sense to continue because Tribunal and Bloodmoon were intended for play after the end as they were both fairly sizable expansions. Oblivion becuase there was Shivering Isles and KOTN.

FO3 no ending,


Bad example. It wasn't play-after-end originally.

stalker:call of pripyat, no ending,
Only one game out of the three in the series.

mass effect 2 no ending,


Only one game out of two. And there was nothing to do post ending. Very bad example.

GTA, no ending,


Makes sense. Especially with GTA4 with it's really bad story. However, it's not a RPG, so bad example.

WoW no ending,


Very bad and stupid example. MMO's have no bearing on this discussion.


and those are all pretty good games so any idea a game has to end to be good is stupid. :ph34r:


And so is the idea that a game has to allow play after end to be good.


todd howard already said it was a mistake for them to have an ending for FO3 and he said that won't be happening again, bethesda games don't have endings generally. and its pretty easy to find that info on google. it was an article with todd howard.


Got a link to the exact quote rather than all the reposts?
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Emerald Dreams
 
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Post » Thu Dec 24, 2009 9:57 am

:read: So there is a big difference on how game developers make games...oblivion no ending, FO3 no ending, stalker:call of pripyat no ending, mass effect 2 no ending, GTA no ending, FO2 no ending, WoW no ending, morrowind no ending, and those are all pretty good games so any idea a game has to end to be good is stupid. :ph34r:

Silent Hill.
Silent Hill 2.
Silent Hill 3.
Silent Hill 4: The Room.
Left 4 Dead.
Left 4 Dead 2.
Half-life.
Half-life 2.
Sims. (It can end if all sims in the household dies.)
Torment.
Baldurs Gate.
Baldurs Gate 2.
Populus: The Beginning.
Mass Effect.
Dead Space.
Unreal Tournament 3.
Fallout 3.
Fallout.
Fallout New Vegas.
Fallout Tactics.
Dead Rising.
Dead Rising 2.
Bioshock.
Battlefield Bad Company.
Resident Evil.
Resident Evil 2.
Resident Evil 3.
Resident Evil: Code Veronica.
Resident Evil: The Umbrella Chronicles.
Resident Evil 4.
Resident Evil 5.
Chrono Trigger.
Alpha Protocol.
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Kira! :)))
 
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Post » Thu Dec 24, 2009 9:07 pm

Way to use two of Bethesda's previous games as examples. Morrowind it made sense to continue because Tribunal and Bloodmoon were intended for play after the end as they were both fairly sizable expansions. Oblivion becuase there was Shivering Isles and KOTN.



Bad example. It wasn't play-after-end originally.


all of the games i mentioned were great games and they don't have "endings" and don't expect too many bethesda games to have endings, and a lot of other games like the stalker series is also getting on the bandwagon, so its just a philosophy some game developers have, bethesda purposely makes their games in a way that doesn't force you to stop playing after the main quest, its optional so regardless of the genre, in games where its fun to just cruise around doing more stuff, like GTA, Fallout , Elder Scrolls or Stalker, it serves no purpose to have a hard ending on those games, they let you decide when the game ends, not someone with an ideology of forcing you to stop playing, thats old style.
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saharen beauty
 
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Post » Thu Dec 24, 2009 10:46 am


having games with hard endings is old style, go back to when you had to put a coin in a machine to play a game and you only got to play for like 2 minutes, then when video games came out and tons of them had some type of timer where you had to do everything in a set time, so this entire "game endings" business is falling by the wayside, its also easier to have an end, the game developers don't have to make as much content, like in new vegas, they made most of the map an empty desert, its a time and money saver, its not the mark of a good game. game endings don't make a game good or not good, you wonder why mass effect 2 and stalker call of pripyat don't have hard endings like the earlier ones did? or why bethesda games don't have hard endings? its a decision the developers made, cause most people want to be able to finish with the rest of the side quests after the main quest is over and just pick their own time to end the game.
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W E I R D
 
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Post » Thu Dec 24, 2009 9:38 am

having games with hard endings is old style, go back to when you had to put a coin in a machine to play a game and you only got to play for like 2 minutes, then when video games came out and tons of them had some type of timer where you had to do everything in a set time, so this entire "game endings" business is falling by the wayside, its also easier to have an end, the game developers don't have to make as much content, like in new vegas, they made most of the map an empty desert, its a time and money saver, its not the mark of a good game. game endings don't make a game good or not good, you wonder why mass effect 2 and stalker call of pripyat don't have hard endings like the earlier ones did? or why bethesda games don't have hard endings? its a decision the developers made, cause most people want to be able to finish with the rest of the side quests after the main quest is over and just pick their own time to end the game.


Sorry, took me a while to stop laughing before replying to this. If anything you said was remotely true, we'd see a lot more game allowing freeplay after the end IN A MEANINGFUL WAY.

Dragon Age - Could play after end - Two or three DLC quests availiable, NO other quests, even the ones that you hadn't done when you completed the game.
All the other DLC are played completely separately from the main game.

Mass Effect 2 - Done simply to sell the DLC which they continue to dribble out.

The idea that having a game ends allows devs to put less content in is completely rediculous, show me evidence. And don't just trot out the 'New Vegas is a boring desert, wah! wah!'' recording again, -which I see you've once again slipped in- otherwise I'll consider any credibility you may still possess to be non existant.
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Heather Stewart
 
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Post » Thu Dec 24, 2009 11:27 pm

I can bear a devil's advocate or two in here, even a bad one
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Lance Vannortwick
 
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Post » Thu Dec 24, 2009 4:17 pm

Alright, a challenge. For the Legion ending, figure out a way to allow for post MQ play that even remotely makes sense and still has content to play. A Legion win means vast amounts of content must be removed, or play through that content before crossing the point of no return. A large number of merchants go *poof* as well.

Obsidian tried to have New Vegas keep going after Hoover Dam as Col. Moore has sound files to prove this that are still in the game. Too many factors, too many inter related quests and not enough development time to pull it off. Allowing for post MQ play in New Vegas without the changes as a result of Hoover Dam would've been flamed to hell'n'back...Maybe to the point where the forums would be taken down.

If New Vegas only had one possible ending, like Fallout 3 did, then it would be easy and I would be right with ya. It has four and all those endings consequences need to be displayed in the game world for post MQ play to have any meaning. Otherwise all that work you did was for nothing as nothing changes.

I don't even think Obsidian could add in everything needed for post MQ play via DLC. It would take a full ($20US) expansion to pull it off, not a sub-$10US DLC.
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Pawel Platek
 
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Post » Thu Dec 24, 2009 10:29 am

I guess some people like completing the game then exploring. Thats their preference.
The thing is, if some people want free roam after the end, then you, me, or anyone else have no right to tell them its wrong, especially when what they want wouldn't affect you me or the others that just start a new character. Why be against something that doesn't affect you.
When someone starts one of these threads (which is quite often) everyone jumps down there throat.
If thats what some fans want, then make it so in FO4. No harm done. no more of these threads (hopefully)



One potential problem I can see with just letting them do it, is the people who want dual wielding/multiplayer/more fps style of game/moar xploshun action etc will then start demanding that their wants are added into the game which will at least in my opinion lead to the game being destroyed as a Fallout cRPG game.
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Amysaurusrex
 
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Post » Thu Dec 24, 2009 8:10 pm

If gamesas had written a better ending for FO3, they wouldn't have needed BS in the first place. Being forced to commit suicide svcked hard...and you didn't even get a proper series of ending slides to show how you made a difference either. FO3 with BS and Oblivion were the only open ended games I actually played more than a few hours after the end. Most...GTA games, RDR and Mass Effect 2, for example....bore me to tears so bad after wandering around like a ghost a few hours I cannot even replay them. I was happy with NV's ending so I neither need or want a BS type DLC to fix it.

I wasn't to upset with the ending of Fallout 3, then again, I'm not to hard to impress when it comes to games, but the complaints werent that the ending svcked, it was that the game had an ending, and Bethesda foolishly caved in to demands.
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cassy
 
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Post » Thu Dec 24, 2009 5:42 pm

Thanks for providing evidence to support that claim, everyone- including myself, will forever believe what you just said with your pile of unbeatable evidence.


http://www.eurogamer.net/articles/no-level-cap-in-next-fallout

Bethesda has hinted that the next Fallout game may not have a level cap - and might be playable infinitely.

MTV asked executive producer Todd Howard what the greatest lesson learned from Fallout 3's development was, as an indication of what we might expect from Fallout 4.

"Greatest lesson? Don't let the game end, and don't have a level cap," he answered.

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Pixie
 
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Post » Thu Dec 24, 2009 5:09 pm

Bethesda has hinted that the next Fallout game may not have a level cap - and might be playable infinitely.

MTV asked executive producer Todd Howard what the greatest lesson learned from Fallout 3's development was, as an indication of what we might expect from Fallout 4.

"Greatest lesson? Don't let the game end, and don't have a level cap," he answered.


This is possibly the worst thing I've read in this thread. I seriously hope to god that's a troll response. :confused:
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KiiSsez jdgaf Benzler
 
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Post » Fri Dec 25, 2009 12:15 am

I can't wait. :)
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Quick draw II
 
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Post » Thu Dec 24, 2009 7:45 pm

http://www.eurogamer.net/articles/no-level-cap-in-next-fallout
That's dire :sadvaultboy:
(And you can't just mod it out if they design all encounters with that as a given.)
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jessica Villacis
 
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Post » Fri Dec 25, 2009 2:01 am

todd howard already said it was a mistake for them to have an ending for FO3 and he said that won't be happening again, bethesda games don't have endings generally. and its pretty easy to find that info on google, it was an article with todd howard.


Post a direct quote, I can't use google currently.

EDIT: Oh sweet jesus what the [censored] is wrong with Bethesda?

Fallout has no hope now, and the soul has been sold to the devil.
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Carlos Rojas
 
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