Fallout: New Vegas – Yes Man’s Questline Regret & “Clean” Playthroughs

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The moral landscape of Fallout: New Vegas is famously complex, a deliberate design choice that sets it apart from many other role-playing games. Unlike narratives that neatly categorize factions as “good” or “evil,” Obsidian Entertainment crafted a world where every group – from the brutal Caesar’s Legion to the seemingly benevolent Mr. House – operates within shades of gray. This commitment to ambiguity, and the player agency it unlocks, remains a defining characteristic of the critically acclaimed title.

According to John Gonzales, lead writer on Fallout: New Vegas, this approach was foundational from the project’s inception. “I remember when we were just kicking off the project, [New Vegas lead Josh Sawyer] coming into a conference room and saying, ‘Okay, so we’re not doing any good or evil, black and white stuff. We’re doing everything in shades of gray. It’s going to be moral ambiguity and complexity,’” Gonzales recalled. This wasn’t simply about avoiding simplistic tropes; it was about creating a world that felt reactive and believable.

The Ultimate Player Agency: Introducing Yes Man

Alongside the nuanced factions, Sawyer also prioritized unparalleled player freedom. “The player has to be able to get through this game killing everyone they meet the moment they meet them, and also killing absolutely nothing at all,” Gonzales explained. This demand led to the creation of Yes Man, a unique robotic companion designed to facilitate any playstyle, no matter how chaotic.

Yes Man, with his perpetually cheerful demeanor and unwavering agreement, is virtually indestructible. Destroying his physical form simply results in his consciousness transferring to a new chassis. He functions as a perfect facilitator for a player seeking to seize control of New Vegas, allowing them to bypass established power structures and forge their own path. Gonzales described the design rationale: “What if the player just torches every single [faction]? What if you kill House, you blow up the NCR on the strip, you assassinate Caesar? What the eff is going to happen? I was cogitating on that, and I had this thought: Well, what if you just had a main quest giver who you effectively couldn’t kill?”

The character proved surprisingly engaging. “It is this sycophant who engages in the ultimate unhealthy relationship with you,” Gonzales said. “You blow it apart, and it comes back and says, ‘I’m so sorry. It was me, not you.’ Of course, [voice actor] Dave Foley milked that for all it was worth, he was a great choice.” Yes Man’s presence distinguishes New Vegas from other RPGs, like Morrowind and Oblivion, which often feature “essential” NPCs who cannot be killed or whose deaths halt the main questline. Fallout 3 and subsequent entries in the series also rely heavily on unkillable characters, limiting player agency.

Gonzales now believes that the Yes Man questline, while entertaining, may inadvertently diminish the game’s moral weight. He suggests that the option to bypass difficult choices prevents players from fully grappling with the complexities of the NCR and Caesar’s Legion. “By considering the choice between Caesar’s Legion and the NCR, players come to understand both better,” he explained. Do you think the freedom to avoid difficult moral choices ultimately enhances or detracts from the Fallout: New Vegas experience?

Pro Tip: Experiment with different dialogue options when interacting with Yes Man. His responses, while consistently agreeable, often reveal a darkly humorous perspective on the player’s actions.

The design team intentionally presented the New California Republic (NCR) as a familiar, almost comforting presence. “The NCR immediately read as, Oh, they’re familiar. I understand who they are. They’re kind of a nation state. They’re kind of like the United States. They must be the good guys,” Gonzales said. However, he acknowledged the historical context of the game’s development in 2006, noting the parallels between the NCR’s expansionist policies in the Mojave Wasteland and the United States’ involvement in Iraq. “Maybe you would look at that and you go, ‘Well, they’re corrupt, but they’re better than the other options.’”

Caesar’s Legion, while terrifying, also presented a nuanced challenge. Gonzales noted that players might find themselves questioning the Legion’s motivations and the circumstances that led to its brutal ideology. “When he’s talking about the NCR, there are some moments where you’re like, huh, okay, that’s interesting. His argument that the NCR was never actually a republic, but was actually a kind of ancestral dynasty. Okay, that’s interesting.”

Ultimately, Yes Man provides an escape hatch for players who prefer a “rebellious, individualistic” approach, allowing them to circumvent the established factions and claim New Vegas for themselves. While Gonzales concedes that this questline might allow players to avoid “getting their hands dirty,” he acknowledges its popularity and entertainment value. He fondly recalled a particular interaction: “I love, for example, the moment where he starts to kind of gloat about how he arranged for this courier to be assassinated, and all the clever things he did for Benny. And then you tell him, like, ‘oh, that’s me,’” Gonzales laughed. “He’s like, ‘Oh, I guess maybe I should be happy about that. Whenever you’re getting counsel or advice from him about how to handle the different tribes, the wasteland, everything, he always wants you to just kill everybody, basically. He always thinks that’s the best option.”

The enduring legacy of Fallout: New Vegas lies in its willingness to challenge players with difficult choices and its commitment to player agency. What impact do you think a similar level of moral ambiguity would have on modern RPGs?

For a deeper dive into the development of Fallout: New Vegas and insights from the creators themselves, be sure to check out the latest issue of PC Gamer’s print magazine. Supporting print journalism is vital in an increasingly digital world.

Frequently Asked Questions about Fallout: New Vegas

What makes Fallout: New Vegas different from other RPGs?

Fallout: New Vegas stands out due to its commitment to moral ambiguity and unparalleled player agency. Unlike many RPGs with clear-cut good and evil choices, New Vegas presents factions and situations in shades of gray, allowing players to forge their own path.

Who is Yes Man and what role does he play in Fallout: New Vegas?

Yes Man is a unique robotic companion designed to facilitate any playstyle. He is virtually indestructible and will agree to any command, allowing players to bypass established factions and take control of New Vegas.

Is the Yes Man questline considered a “good” ending to Fallout: New Vegas?

The Yes Man questline is a viable ending, but it’s often debated whether it’s a “good” one. It allows players to avoid difficult moral choices, which some argue diminishes the game’s overall impact.

How did the historical context of the Iraq War influence the design of the NCR?

The developers intentionally drew parallels between the NCR’s expansionist policies and the United States’ involvement in Iraq, prompting players to question the NCR’s motives and the nature of its “benevolence.”

Why is player agency so important in Fallout: New Vegas?

Player agency is central to the game’s design philosophy. The developers wanted to create a world where players could truly shape their own destiny, regardless of their moral compass or preferred playstyle.

Share this article with fellow wastelanders and join the discussion in the comments below! What are your thoughts on the factions of Fallout: New Vegas, and which path did you choose?


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