To be clear though, Deus Ex are pretty good shooters first and mediocre RPGs second. At no point have I ever seen Deus Ex and all the games which followed it as RPGs. What realy seperated Deus Ex from the rest of the games in its genre was the fact that it had excelent and mature writting and plot. Something that a lot of games could use and learn from. Including Fallout 3 and Fallout 4. But, even if they do that, following the footsteps of Deus Ex in the sense that they give you a great plot and excelent writting, it still doesn't mean that it offers you more of the role playing experience which Fallout 1 and Fallout 2 are famous for. Having a deep and engaging plot is a good start. But it doesn't end here. For example in Deus Ex, you're always playing the character of JC Denton and now Adam Jenson - Deus Ex 2 is an abomination that doesnt exist for me. And while the game offers you a lot of freedom, which I really welcome! The framework of the game almost never allows you to step outside of that role. And when ever you do, it is rather comical than really a part of the game -
albeit I would say it is not necessarily something that makes the game worse.
Right, which is why they're considered ARPGs. F3 and NV fell into this same vein, since your Skills made a difference during play, despite direct player input like aiming, lockpicking skill, etc. (I never understood the hate for Deus Ex: Invisible War; never considered it a bad game so much as hobbled by a heavy leaning towards graphical power.) If all Bethesda took from those games though was more ways to reach/achieve objectives, I'd be pleased.
RPing on the other hand has to be a design priority throughout development, and most of Bethesda's TES-influenced/designed games are hobbled there by default; Arena set the formula of the series to be heavily based in dungeon-crawling akin to D&D. Morrowind did change things a bit, but it didn't stay that way once the series went mainstream. Skyrim didn't change it in any meaningful ways, and in fact, it plays like a step backwards. (I have seen mods that introduce multi-pathed dialogue chains with most NPCs in Morrowind, a-la Planescape, so it can be done, if Bethesda made the effort.)
If what we get from F4 is a Shooter with RPG Elements...ugh. Really don't want to fathom the implications of such a thing.
When people saY "DIALOGUE WHEEL WORKED WELL IN X!" they usually ignore that both games aren't ANYTHING alike. You know?
Alpha Protocol and Deus Ex have VERY different focuses and design goals than Fallout. And no, changing the game to a different genre to accomodate a design choice that doesn't fit well with the game in the first place is not good design. Crippling the game just to accomodate elements of games of other genres is the epitome of bad game design....
My thoughts exactly on how the shooting is being given the most attention and change, while the newer elements seem like ideas cribbed from modders and Hearthfire. That said, multi-solution gameplay is not something Bethesda does very well; if they insist on making the series more into a shooter, they should compensate by trying to offer more ways to approach objectives that don't entail pulling a gun. (The Dialogue Wheel was hated in DA2 by Origin fans, myself included, and even in Mass Effect, it is not well liked. It doesn't tell you exactly what you're about to say, which, I'd imagine, is a pet peeve of many for RPG design.)