Maybe the companion you have at the time may account for one of the ending variables?
Like if you don't have a companion, then something happens depending on your karma. If you have a certain companion, then that person might decide to kill a particular NPC, resulting in a different outcome. And still yet another companion might betray you and shoot you in the back. If you treat dogmeat a certain way throughout the game then he might to bite a particular NPC in the groin.
Do enough of these, coupled with another simple yes/no variable, and you could end up with far more than a mere 240 endings.
But like someone else mentioned, more doesn't always mean better. That's why all the dungeons in Beth's games tend to suck, because they are all the same. Like.. "Hey wasn't I just in this cave? Hmm.. except this pathway was over on this side in the other one, and it was goblin warlords instead of glass armor wearing bandits with daedric weapons." (but unlike the Goblin caves, the bandit caves are worth doing because of the loot on people are far weaker than 75% of the critters in the game).
Take a bad movie for example. If it had 15 alternate endings, then it would still suck. Let's just hope Bethesda has learned to be less repetitive. I did like how bandits and their loot would respawn after a given time, because of the random magic loot on the bosses, but every cave being alike, every tomb being alike, and every high elf ruin being alike was just too weird. The oblivion worlds being
exactly alike really took the cake though (there were only like 3 or 4 variations on the gate worlds, most of which were hardly worth exploring due to the fact you could get better stuff from bandits, with much less effort).
Sorry for the Oblivion rant. Just hoping that Bethesda won't make the same mistakes again. At least tough monsters in Fallout 3 will be rewarding in regards to experience. Although I hope I don't see wimpy people all decked out in uber gear, who are easy to kill, and then come across a killer lizard that takes nearly 200 whacks/shots to kill.
Oh and hey Bethesda why don't you show us all a cool video of your newly improved Radiant AI that won't make it into Fallout 3? Oh I get it! Dogmeat will just be a normal NPC without all the options you talked about. >.>
Link to Lieeeees! lol
http://youtube.com/watch?v=zL8pyOP0VQI
Maybe they should explain why they didn't put these features into Oblivion, hmm? Some people think it was Xbox 360 limitations. I myself think it was lazinest, much like same reason for the copy/paste dungeons and houses. (almost forgot to mention that there is little to no need to explore the houses since they're mostly 100% alike).
"Hey look! Another ruined capital monument... umm.. wait a second! This is the 5th one now, and they're all alike!!! And the same deathclaw has been hiding behind each one! Grrrrr!"