In a recent video on his YouTube channel, Obsidian design director and Fallout: New Vegas lead Josh Sawyer revealed why a specific Fallout: New Vegas quest earned its very own ending slide. According to Sawyer, the decision-making process for "where are they now" slides is largely driven by what the developers find most entertaining rather than just importance.
The Logic Behind Every Fallout: New Vegas Quest Slide
When asked if writers lobby for their specific content to be included in the game's epilogue, Sawyer noted that the process is "mostly arbitrary." While the creative director ultimately makes the final call, designers rarely campaign for their work to appear in the ending slides.
Instead, the team focuses on elements they take for a certain level of importance. Sawyer explained that while certain pillars are standard, everything else is discretionary based on what provides the best player experience. These standard elements typically include:
- Major end-game choices
- Faction alliances
- Companion fates and status updates
The Psycho Choice in 'Flags of Our Foul-Ups'
Sawyer highlighted a specific Fallout: New Vegas quest titled "Flags of Our Foul-Ups," originally designed by former Obsidian designer Travis Stout. The quest revolves around a group of incompetent NCR soldiers who are struggling to maintain their standing.
Players can utilize various skills to assist these soldiers, such as using Speech to foster cooperation or Science to falsify records. However, one particular choice involving the fictional combat stimulant, Psycho, truly captivated the development team. Sawyer recalled that the developers were fascinated by the potential carnage caused by the drug.
"It was the drug one where we were like, they'd probably become war criminals," Sawyer stated. The team imagined the soldiers going berserk and attacking anyone in their path during the Second Battle of Hoover Dam.
The resulting ending slide reflects this dark outcome for the group, known as The Misfits. The text reads:
"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."
While these individual slides may seem small, Sawyer noted that the workload is significant. The team must write, illustrate, and record every permutation. This becomes particularly complex with companions, as some characters can have up to seven different ending states depending on player actions.