SiriusShenanigans
Those who write on Heaven’s walls...
Alright, while I have a lot to say, let me focus on how fallout 4 fails in its writing. Its not even that Fallout 4 has bad content, but rather that it just doesn't care about its presentation or how things flow together.
Let's look at Diamond City. When you get there its closed off, there is some mystery about it. Its not letting in new people. Piper convinces the man at the gate to open the doors for you with her terrible voice acting and showing off all her 10000 disgusting teeth. That's not why its bad. They have this intrigue about people disappearing and the mayor doesn't trust the rail road, there is something there. They have this nice little witch hunting scene, BUT BEFORE YOU GET TO IT- there is a little girl on a soap box. This girl tells you LITERALLY everything you need to know about the whole conflict. She's like "LET ME TELL YOU ABOUT THE SYNTHS! They are creepy, and look like people, and people think they are inside the town so most folk aren't going to be friendly to you. They come from this magical place called the institute and if somebody goes missing its because the institute took them away to do creepy experiments with them." This one little girl destroys any semblance of intrigue or mystery about anything that goes on in this town, and its given to you right before it can make its first real appeal to intrigue. Also, that whole "if somebody disappears its probably the institute" thing should be enough for you to go "I should investigate the institute" and that would be an accurate lead, speaking that it is where your son is.
Also, I think the beauty of old fallout quests was the way they made the side quests into the main quest. Fallout 2 starts you with "Go look for the geck." which is so nebulous that its impossible to focus on. You start by going to klamath, looking for vic, kill a rat god, go to the den, make an unsavory deal with metzger, hear about vault city and modoc to the east, go to modoc, get tricked into doing the slag quest because they say they have a geck, go to vault city and gecko, do the reactor quest to get citizenship find out about the vault locations down south or ask the ghouls about broken hills. It gives you so many different places to pick up the story and lose the story but it makes the story of fallout 2 the story of the world. You don't really have to spend any time in Diamond city at all. You can just skip directly to the nick quest and go investigate kellog.
I think a better presentation would feature you being the target of the witchhunt. Let yourself find that everyone in town is very tense and doesn't want to offer business. Don't let the town open up for anybody, so you can't leave. Funnel the player to a place to stay the night, but have them get dragged out of bed to the middle of town. Have people question where you are from and if the institute sent you. Show that the town is losing its mind. Get the player imprisoned in the town itself, and then have a railroad agent, an actual synth, rescue you, but in the process have them get caught. Have the synth urge you not to be mad at the town and tell you about how good those people are and how they are just scared. Turn it into a thrilling quest to prove your own innocence and the innocence of the synths, and make that be key to making the town open up to you. It introduces the problems of the town and the actors and gets the player engaged. Fallout 4 is just too wimpy to try to force the player into those sorts of positions. Diamond city is supposed to be the heart of the commonwealth, so let it have some core aspect to the experience of playing. Fallout 4 would rather give you a demonstration of a town than have you interact with it. In general the story is given only skin depth, which is unfortunate given how many quests it has over all.
Let's look at Diamond City. When you get there its closed off, there is some mystery about it. Its not letting in new people. Piper convinces the man at the gate to open the doors for you with her terrible voice acting and showing off all her 10000 disgusting teeth. That's not why its bad. They have this intrigue about people disappearing and the mayor doesn't trust the rail road, there is something there. They have this nice little witch hunting scene, BUT BEFORE YOU GET TO IT- there is a little girl on a soap box. This girl tells you LITERALLY everything you need to know about the whole conflict. She's like "LET ME TELL YOU ABOUT THE SYNTHS! They are creepy, and look like people, and people think they are inside the town so most folk aren't going to be friendly to you. They come from this magical place called the institute and if somebody goes missing its because the institute took them away to do creepy experiments with them." This one little girl destroys any semblance of intrigue or mystery about anything that goes on in this town, and its given to you right before it can make its first real appeal to intrigue. Also, that whole "if somebody disappears its probably the institute" thing should be enough for you to go "I should investigate the institute" and that would be an accurate lead, speaking that it is where your son is.
Also, I think the beauty of old fallout quests was the way they made the side quests into the main quest. Fallout 2 starts you with "Go look for the geck." which is so nebulous that its impossible to focus on. You start by going to klamath, looking for vic, kill a rat god, go to the den, make an unsavory deal with metzger, hear about vault city and modoc to the east, go to modoc, get tricked into doing the slag quest because they say they have a geck, go to vault city and gecko, do the reactor quest to get citizenship find out about the vault locations down south or ask the ghouls about broken hills. It gives you so many different places to pick up the story and lose the story but it makes the story of fallout 2 the story of the world. You don't really have to spend any time in Diamond city at all. You can just skip directly to the nick quest and go investigate kellog.
I think a better presentation would feature you being the target of the witchhunt. Let yourself find that everyone in town is very tense and doesn't want to offer business. Don't let the town open up for anybody, so you can't leave. Funnel the player to a place to stay the night, but have them get dragged out of bed to the middle of town. Have people question where you are from and if the institute sent you. Show that the town is losing its mind. Get the player imprisoned in the town itself, and then have a railroad agent, an actual synth, rescue you, but in the process have them get caught. Have the synth urge you not to be mad at the town and tell you about how good those people are and how they are just scared. Turn it into a thrilling quest to prove your own innocence and the innocence of the synths, and make that be key to making the town open up to you. It introduces the problems of the town and the actors and gets the player engaged. Fallout 4 is just too wimpy to try to force the player into those sorts of positions. Diamond city is supposed to be the heart of the commonwealth, so let it have some core aspect to the experience of playing. Fallout 4 would rather give you a demonstration of a town than have you interact with it. In general the story is given only skin depth, which is unfortunate given how many quests it has over all.