TheFalloutseries has given players interesting factions that compete for control in the post-apocalyptic world. However, it often lacks the true freedom for players to create their own path without being tied to existing ideologies. While players usually have to choose between siding with established groups or going against them, having the chance to build an independent power base influenced solely by their decisions is rare. This is whereFallout: New Vegas’ independent ending andFallout 4’s minutemen come into play.

The Yes Man ending allowed players to take control of their destiny without the limitations of the NCR, the Legion, or Mr. House—something many players wanted.Fallout 4tried this but failedthanks to the Minutemen’s inherent morally good stance. It offered players a way to get an independent ending but ended up limiting players’ choices to a “good” path.Fallout 5should build on these ideas and provide an ending that combines faction control with the freedom to create an independent storyline, so players can truly shape their own experiences beyond what existing factions allow.

Male Sole Survivor and Preston Garvey with an explosion in the background in Fallout 4.

The Minutemen Almost Gave Players An Independent Ending

It’s Mostly Independent, But Flawed, In Fallout 4

InFallout 4, the Minutemen offer players a unique experience because they are defined by what players choose to do and the settlements they help rebuild. If someone isn’t interested in the Brotherhood’s strict beliefs, the Railroad’s secretive activities, or the Institute’s cold approach, the Minutemen provide a refreshing alternative. Theyrepresent a chance for players to create their own visionfor the Commonwealth’s future, since player actions should shape this faction. Unfortunately, the Minutemen never end upbeing the coolest faction.

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Other groups have deep histories and established power, and the Minutemen are no different. The player transforms a small militia into a strong force in the wasteland. Players are forced to help specific settlements, and those places become part of the Minutemen, resembling a grassroots movement with the player in charge. What could have been a really independent endingis another preset faction the player is forced to join. Being forced to join a morally good faction and do things for them is the opposite of what is wanted for a roleplaying game likeFallout.

A Fallout Brotherhood of Steel member in power armor surrounded by question marks.

The Minutemen are built around the idea of doing good. They focus on helping others, creating communities, and being a source of hope in a troubled world. This makes them a great choice for players who want to be heroes but also creates a challenge for those who want to play a more morally ambiguous or villainous role.The mechanics of the Minutemen don’t lend themselves well to a darker playthrough; the settlements are designed for safety and productivity, not for villainy.

The Yes Man From New Vegas Is A Similar Choice That Players Loved

This Was An Independent Ending Done Right

InFallout: New Vegas, the idea of player freedom reached new heights with the Yes Man ending. This option really appealed to players who wanted to feel truly independent. Instead of aligning with groups like the NCR, the Legion, or Mr. House,the Yes Man path allowed players to create their own destiny, good or evil.

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Players weren’t just picking a side but building their own side and taking control of New Vegas. This choice didn’t just mean shifting power within an existing faction; itcompletely changed the established orderand put the player in charge of the region’s future. It’s something that Bethesda’s not always good at making, but Obsidian does remarkably well.

Radio from Fallout 4, with musical notes and a haracter ffom Fallout New Vegas

The Writing ofNew Vegasis one of the reasons whyObsidian’sNew Vegasis better than Bethesda’s versionsofFallout.

With Yes Man, players could shape New Vegas according to their vision, whether they wanted to be a kind ruler or a harsh dictator, and everything in between. Thisfreedom to make moral choices and steer the direction of New Vegaswas very appealing to players looking for a more personal and independent experience. It allowed players to escape from established factions and become the leader of whatever faction they wanted to build.

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In Charge Doesn’t Really Mean In Charge

Bethesda seems to believe that making players the leader of a faction in their games, likeFalloutorElder Scrolls, is the same as giving player agency. While leading a factionis appealing and gives players some control over the game world, itoften doesn’t provide true independence. It’s more of a smokescreen that feels empty the more you think about it.

InFallout 4, joining and leading The Institute might seem like a step toward having more freedom, but players are still tied to the existing framework of the faction. Similar to how players could climb the ranks of various guilds inSkyrim,Fallout’sfaction system means thatplayers are leading a group with preset beliefs and objectives. This creates a false sense of choice; players may feel like they are in charge of a group, but they can’t really stray from the group’s defined path.

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For instance, TheInstitute is characterized by its questionable ethics, complicated history, and focus on technology, while the Minutemen represent idealistic values.These fundamental principles can’t be changedeven if a player takes charge. As a result, these systems feel restrictive instead of allowing for true open-world freedom. Players are pushed into roles that have already been determined rather than being allowed to create their own stories.

When players are given power within a faction, they aren’t starting from scratch to shape their own future. Instead, they receive a paintbrush to fill in the details of a picture that has already been outlined rather than having the freedom to create something unique. Ultimately, the feeling of leading something meaningfulfeels empty because these factions aren’t designed to change their core identities.

The Next Game Should Let Players Make A Faction Of Their Own

Fallout 5should take lessons from bothNew VegasandFallout 4by giving players real freedom without being held back by existing factions or strict moral choices. The “Yes Man” ending in New Vegas showed how enticing complete player control can be, even if players never see it play out. However, that endingdidn’t quite deliver because the player ended up with only security robots, which didn’t feel like a faction.

Fallout 5could improve on this by combining the open-ended choices from the Yes Man ending with the settlement-building features fromFallout 4’s Minutemen. Instead of joining existing groups, players should be able tocreate their own faction, using settlements to represent their unique ideas. This is complicated, so just building bases and outposts would be enough, just so players could put their flags on and not be forced to be morally good or evil.

This approach would go far beyond the pre-made factions from previous games because each group would reflect the player’s choices, whether they lean towards good or bad. This would create a real sense of freedom, andFallout 5could deliver this in a way that previous Bethesda games couldn’t.