Often included on many a 'terrible ending' list, the WTF-inspiring conclusion to Fallout 3 had gamers throwing pads in all directions when a forced-suicide attempted to give some weight to what was already a fairly threadbare narrative. The thing with Bethesda's games is they favour free-roaming and wandering considerable distances off the beaten path - not qualities that make for a character-driven, empathetical story where you're dying to get to the next interaction or scenario. Instead, aside from that ending you'd be hard-pressed to find moments in Fallout's main campaign that were more memorable than those you enacted of your own free will - like blowing up Megaton, for example. The pieces are definitely there to write something that's relaxed enough to allow you to take your time exploring whilst also knowing you're moving things forward, and as Fallout 3's sporadically-paced father-chase proved, having an imperative premise doesn't sit well with players who are going to partake in a handful of side missions in between each step anyway.