The bottom line
Beyond the Beef lets players of any build act out their character, because one quest offers many ways to reach the same goal. That is the model for any designer who wants players to tell their own story.
Key takeaways
- Fallout games lock many options behind the character you build. 0:58
- Options depend on a stat, perk, community standing, faction alignment or moral reputation.
- Lock picking, hacking, stealth and combat skills decide which choices and stories you find.
- Beyond the Beef gives several routes to each goal, and each route suits a different kind of character. 7:54
- To reach the kitchen you can pick a lock, pickpocket a key, work with Mortimer, pretend to work with him, or become an honorary White Glove member.
- Some routes carry higher risks or costs than others.
- Every build finds a way to play its role, and the player can still change course. 7:08
- The sneaky build smuggles in a silenced pistol, the silver-tongued one talks Carlyle St. Clair into volunteering, and the boxer punches Mortimer to death.
- You can improvise, such as killing a guard you can't talk past, and you are rarely locked into one decision.
- Consequences are partly forecast and partly a surprise. 8:12
- Mortimer warns of heavy security in Heck's penthouse, so you can plan for it or avoid it.
- The goons and the assassin are not signposted, which makes them surprising.
- Branching paths rejoin to keep the design workable, and the quest has flaws. 8:38
- Several solutions pass through the kitchen or the steam room meeting with Chauncey, which cuts the number of permutations to build.
- Heck and Mortimer pay the same reward, which makes the choice of who to help less exciting, and the quest is very buggy.
I think players should have the freedom to create their own destiny. What you should be giving them is a playground for them to roleplay their opportunities.
Chris Avellone, designer on Fallout 2
Chapter summaries
0:00 One hotel quest, five characters
| Stealth | Silver-tongued villain | Boxer | |
|---|---|---|---|
| Sides with | Heck | Mortimer | Heck |
| Way into kitchen | Stealth boy, pickpocket key | Mortimer's key, talk past goon | Honorary White Glove member |
| Ted's fate | Freed after drugged banquet | Sent off quietly | Revealed at banquet |
| Ending | Reunited with Heck | Carlyle talked into replacing Ted | Mortimer punched to death |
A single Fallout: New Vegas quest is a test of how much role-playing one story can hold.
- Older Fallout games tell a personal story shaped by the character you build. 0:35
- Fallout 4 is a poor guide to this tradition.
- The same quest is played five times with five builds.
- The quest, Beyond the Beef, is set in the Ultra-Luxe, the most elite hotel on the strip.
- The hotel is home to roulette wheels, fine dining and the White Glove Society.
1:42 The stealth run
A stealth character follows a trail of clues and passes every obstacle unseen.
- Each clue leads to the next until the plot is exposed. 2:01
- Brahmin baron Heck Gunderson has lost his son Ted in the hotel.
- Marjorie, leader of the White Glove Society, mentions its cannibal past and a missing detective.
- The dead detective's matchbook leads to Chauncey, who says Ted is meant to be the main course.
- The stealth character uses a stealth boy and sneaks past the kitchen guard.
- The freezer key is picked from the chef's pocket, and the chef's body is hidden in the pantry.
3:39 The villain and the boxer
A different build turns the same rescue into a different job.
- Taking the job from Mortimer makes the goal a replacement victim instead of a rescue. 3:43
- Mortimer hands over the basement key, and talk gets the player past the goon.
- The boxer build works up fame on the strip, and Marjorie makes the player an honorary member on that reputation.
- Mortimer is impressed: Of his own volition? My goodness, you are very professional, aren't you?
- Violence against Carlyle St. Clair is an option, with a pistol whip or cattle prod, but talk is easier.
5:05 Three more builds, three more endings
Each build solves the quest in its own way, from a clever trap to a bloody rampage.
- The honorary member turns the kitchen into a trap for Mortimer. 5:08
- Bartering with the chef opens the oven.
- A well-cooked steak fools Mortimer into thinking he is eating human meat.
- Ted is let out and hides at the banquet. Mortimer announces that everyone ate Ted.
- Ted appears, Mortimer's confession exposes him, and the player punches him to death.
- The evil cannibal joins Mortimer and then frames Heck. 5:44
- Admitting to a taste for human meat gets the player into the job.
- The player kills Ted in the freezer and eats his remains.
- Ted's blood is spilled in Heck's penthouse, and Heck is arrested for murdering his son.
- The player locks the companion Boone in the fridge as a replacement meal for Mortimer.
- The madman skips the clues and kills everyone in the way. 6:36
- Telling Heck that the White Glove has Ted earns a shotgun.
- Heck says you do what you gotta do to find him.
- The player kills everyone between them and Ted.
7:06 The quest reads more than your stats
Small details of who you are, not just your skills, change how the quest responds.
- The quest reacts to perks, past deeds, companions and morality. 7:20
- A niche perk like cannibalism opens its own route.
- It reacts to what you did elsewhere on the Strip and notices a human companion.
- A good player hears Mortimer say I don't think you'd have the stomach for it.
- An evil player hears You strike me as just the sort of person who can help me.
9:01 Why the quest works beyond its own plot
The quest fits the game's theme and echoes through the rest of the world.
- It fits the theme of greed and leaves marks beyond itself. 9:01
- The premise fleshes out New Vegas and its view of greed as a savage force.
- It offers moral grey areas between black and white extremes.
- Other characters comment on your exploits, as when Yes Man says A cannibalism problem? Really? I'm so glad you weren't eaten!
- The White Glove Society and the Gundersons tie into quests later in the game.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how one RPG quest can support many character builds by gating options behind stats, perks, reputation and morality while still letting players improvise. The worked example is Obsidian's Beyond the Beef quest in Fallout: New Vegas, played five times with five different characters.
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