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@Sicknessoverload , I'm going to try and explain why I disagree with your points.
I think you're kinda going in with the assumption that a Fallout Main Quest will be like an Elder Scrolls Main Quest, where the main story is unrelated to the side content, and in order to progress the story you have to go up to the right person and say "I want to progress the story" and be done with it, and thus the entire story is super-cinematic, and I admit that Fallout 3 does have a cinematic story, but that's kinda besides the point.
In traditional Fallout games, the First Act of the main story was typically giving you something to look for, and then the player makes their own adventure. The main story for the first act of Fallout 1 can be described in a sentence: "You need to find a computer chip with information to purify water, or your vault dies", that's it, no real more complexity than that. In fact, you can literally just head to the area with the chip immediately and beat the first act.
Similarly, Fallout 2's first act plot is "Find the G.E.C.K or our village will die", the thing is, the macguffin of Fallout 2 literally doesn't matter at all. Like the game doesn't actually care whether or not you get it: but ironically this is what makes the game so genius. The entire G.E.C.K plot is literally just there to get you to have something to look for and some reason to be scouring and exploring this alien wasteland.
The bulk of the content of a Fallout Game usually comes from the adventures you have while looking for the thing. While hypothetically you can immediately head to the locations where both the Chip and the G.E.C.K can be found, players who don't know the game will need to ask around for what they're looking for, and everyone in the wasteland has an agenda: some people will help you in return for something else, some people are straight up scam artists leading you on a blind rabbit hunt. And by doing this, the game subtly nudges you to experience as much content as possible, not by having a straightforward series of quests that make up the main story, but by making all the side content feed in to the main quest itself.
Fallout New Vegas
tries to do something similar to the first 2 games, though I'll admit, they kinda tried to have their cake and eat it and the final product wasn't too great. But let me put it this way: hypothetically you could just skip the entirety of Act One, and head straight to New Vegas immediately. The vast majority of content you experience IS optional side content that you
happen to come across by virtue of playing the main story.
Similarly the 2nd act of the game is entirely about dealing with the various tribes of the Mojave on behalf of one of the major players. With Yes Man however, all you have to do is visit each one once, and then that's it, you're done. The point is it's trying to help you deal with minor groups in the Wasteland who need to be dealt with, but not forcing any particular solution to doing so on you. Shooting the Boomers and failing the quest is considered just a valid solution as helping them.
This is how Fallout Main Quests are typically structured: they mostly exist to get you to explore the world.
The main quest to Skyrim for instance, might have a lot of digging up ancient ruins, fighting unique Dragons, and going to the afterlife, but the majority of it is disconnected from the main quests you'll encounter in the game.
Whereas a Fallout game's main quest is a basic objective that in order to solve you have to explore the wastelands to find the answer to.