A minor Fallout: New Vegas quest got its own ending slide because the team was transfixed by the choice where you make the NCR’s worst soldiers take Psycho

In a recent video on his YouTube channel, Josh Sawyer, the design director at Obsidian and the lead behind Fallout: New Vegas, shared insights into the studio’s unique approach to crafting the ending slides that have become a hallmark of their RPGs. During the discussion, Sawyer addressed a query from viewer Lorena regarding the decision-making process behind which quests receive these concluding slides. He revealed that the criteria are largely subjective, with the game’s director ultimately making the final call. Interestingly, Sawyer noted that individual designers rarely advocate for their quests to be included in these slides.

Exploring Quest Dynamics

One quest that Sawyer highlighted was “Flags of Our Foul-Ups,” originally designed by former Obsidian designer Travis Stout, who is now with Massive Entertainment. The quest features a group of NCR soldiers who find themselves in dire straits due to their incompetence. Sawyer succinctly summarized the situation: “They’re just huge screw-ups, and they’re in trouble because they’re doing so bad.” True to Obsidian’s style, players can employ various skills to assist these soldiers, whether through Speech to foster teamwork, Science to manipulate records, or combat skills for training. Alternatively, players can opt for a more unconventional route by administering the fictional combat stimulant known as “Psycho.” This choice sparked a significant creative discussion among the team.

Reflecting on the implications of this decision, Sawyer mused, “I think it was that choice specifically that made us wonder: During the Second Battle of Hoover Dam, what would actually happen to these guys?” The team concluded that the soldiers, under the influence of Psycho, could potentially descend into chaos, leading to war crimes. This realization prompted the inclusion of ending slides for the quest, illustrating the dire consequences of their actions.

The Psycho ending narrates a grim fate: “Driven into a frenzy by their use of Psycho, The Misfits inflicted heavy casualties on the Legion during the defense of Camp Golf. At first, they were commended for their valor, but eventually, desperate for more of the chem, they turned on travelers in Outer Vegas. For their dishonorable conduct, the NCR court-martialed and executed them by firing squad.” The starkness of this outcome underscores the weight of player choices within the game.

Returning to the broader topic of ending slides, Sawyer emphasized the necessity of capturing “the major beats” of the narrative, including the main story, factions, and companions. Beyond these core elements, the inclusion of additional quests is at the team’s discretion. He acknowledged the logistical challenges involved in creating these slides, noting, “There are time limits. We have to illustrate all the ending slides. We have to write them. We have to record them.” The cumulative effort can be substantial, especially considering that some companions may have as many as seven different ending states.

AppWizard
A minor Fallout: New Vegas quest got its own ending slide because the team was transfixed by the choice where you make the NCR's worst soldiers take Psycho