I hope you don't mind if we tell you that you didn't play New Vegas enough, but i can guarantee you that the number of quests in Fallout New Vegas has nothing to be ashamed compared to the number of quests in Fallout 3.
The differences are :
- Not every kind of characters is able to do every quests, as the game put more emphasis on the roleplay elements (yes, it is possible in a 3d environment). There are many quests that you can do for mister X that will piss off mister Y. If you want to do the many quests that provides mister Y, you will have to do it in the next playthrough. But it that second playthrough, you will piss off mister X. Also, there are quests or outcome more suited for some kinds of characters. For instance, if you want to do the Quests for Black Mountain and Repconn, in a way that make everyone happy, you will have to sneak you way in. There are many quests in Fallout New Vegas and many outcomes, but you won't be able to get them all in a single playthrough. Every choice you make will matter in what happens next, contrary to Fallout 3 in which you can do everything with any kind of character and expect the same result. If, in Fallout 3, you kill thousands of BOS members, they would still consider you as a hero. If you kill thousands of NCR members in FONV, not only they won't love you, but they would send killers after you and you won't be able to get their ending.
- Most of the quests aren't related to the (five different) main quests, but share ties with what happen with the rest of the world. The locations aren't some single units that barelly have any connections with each other. If gives the impression of a coherent world. It may sounds to you that all quests are linked to the main quest but at the end, you can do a whole lot of things that aren't connected to the main (five) quests, but the locations themselves and the factions that lives inside it. For instance, the war between Goodspring & Powder Gangers is mainly about those two groups, even if some characters come from other factions. Everything that happens with the super-mutants is mainly about them. Even if the setting is never forgotten, there is enough breath to deal with more local issues.
- I find almost unbelievable to hear that in Fallout New Vegas, that you are forced into the main quest. There is only two thing that you need to do in Fallout New Vegas, it is letting the doctor heal you at the beginning, and be in the hoover dam battlefield in the end. But at the end, you could side anyone in that battlefield. You are, of course, expected to meet Benny at some point, but it is not mandatory to meet him to win the game if you support the NCR. If you support Yes man, you only need to meet him, not kill him. On the Caesar/House playthrough it is harder to make him live. But if you put aside what you need to do and focus on what the game intend you to do, the Benny's quest is the only quests that Obsidian expect you to do, to make yourself familiar with the mojave world and its factions. Even there, you get plenty of time, and no timer that tell you to hurry. After all, vengeance is a dish that is best served cold. When you got to Benny, everything you will do next is your own choice. You can choose you main quest (Yes man/Caesar/NCR/House). You can choose you own fucking main quest. I bet the games that provide that choice are less that fifty in the entire game history. Don't tell me about being forced man. Even amongst those fourth path, there are many things that you can choose. You can make other factions allied to you own or your ennemy. For many factions, you can make the leader die and have someone take the lead. Sometimes, the games feels like "Here are the tools, now you can build your own Mojave". And even if you don't care about those faction, you can choose Yes Man path and tell the robot you don't care about factions.
- Now about the Fallout 3 main quests, i think others already mentionned that you forced to choose the white shiny knight over the black evil guys, that locations aren't connected, and that there are many steps that you will have to do whatever your playstyle. And whatever your playstyle, you will be a hero for the same people. I would also say that, sure, you can avoid to look for you dad, for the most part. I did the same, in case the enclave arrival would prevent me to do some quest, and to get 3dogs secret stash. But on the other hand, if i want to stay in character, there is no single logical reason not to hurry to find dad. I purposelly act in an unlikely way, because the game allow me to go in many direction, while the ONLY logical thing would be to hurry. Come on. Your only family just left the home. He didn't told you why. You are kicked of the vault, the only place you know. You are in the outside world where the sky, the sunlight and the radiation make you feel nauseous. Now there is only one person that you know in that giant outside world. That person is your only family. That person is the only one who know why he left and why you got kicked out (from the only world you never known before). That person is only a few hours ahead of you. He could be in the next town, or even a few miles ahead. He could be hurt. He could be in danger right know. It is, for sure, the perfect moment to try Moira Brown Repellant stick or to look for 50 Nuka Cola Quantum bottle... If i were in character, i would have run for dad, and died agains't the DC super-mutants, on my way to GNR. Sure, this is an open world, but in the same time, you got a main quest that could only logically be done in a hurry and reckless way. Then is even more emergency to look for that, than to look for Geck or Water Chip. You had weeks/months for those things. Dad ? He just left a few hours before you. If you hurry, you can catch him (if we are logical). Then, in the second part, there is a war around the legacy of your father. Sure, now you can have a choice about what to do with that legacy. Except not. While just leaving from your vault, you are enough free of radiation, and have your brain fully fed with american propaganda, (more suited that the chosen one would never be) but this is not enough for you to want to be recruited and being accepted by the Enclave even if you killed thousands of innocents ghouls and BOS members in your way. You could also take your time, but contrary to new Vegas, it isn't a cold war, people are already killing each other. If you care about that legacy, you should hurry, before the only idiots that accept you will all be dead, or before your father legacy end up destroyed. You are not only forced into an unique path, but also, it doesn't make any sense for you to embrace the open world content as the main quest implies some hurry. More hurry than any other Fallout.
- About the kids, i don't think i ever wanted to kill children in Fo1-Fo2. Most of them are minor characters not enough involved in quests, or not pissing you off enough. There are some thiefs kids in Den, but if you kill them, you will have to kill adult too. Amongs those adult, there are some traders and quests giver that you may like. And in other places you may want to kill some adults, while there are children around. In that case, there is no point in sparing the children around, as there is no underage for being a witness. But i never purposly tried to murder children to get the Child killer perk and hope to meet Chris Avellone and his bounty hunters. The game didn't made me want to. In Fallout 3, this is the opposite. You are forced to meet some children. You are forced to do a quest for them. Those children spend every second disrepecting you (to say the least). There are completly inconsistent and illogical. There are magically new children everytime some of them left, they magically survive super-mutants, slavers and your own character. Beside that, there is nothing in the main quest that justify that we go in that cave/settlement, except that the dev wanted it. (there should have been at least someway to get some clothes that would allow you to go into the hot spot and skip Little Lamplight) There is none reffering Little Lamplight before you go there, and none refering it after you left. It could be a random place in the border, and it is probably something Bethesda added at the last second. There is no need in the Fallout universe to add those children and put them right here. And yet, you are not only forced to go to that illogical and unimportant place, but you aren't able to use your gun to remove that inconsistent content. At least, you can sell one of them to Eulogy, but this is a cheap consolation price. So in the first time in the entire series, you are provided enough reason to WANT to kill specific children, and in the same time, it is the first time in the entire series that you can't kill children. Let's say the devellopper honestly though that we would love those kids and wouldn't want to blast them, we could say "Okay, i can't kill children but there is no situation in which children are involved in bloody event". Except that not long before, Stanislas Braun change you into a children to kill adult. So It is unallowed for an adult to kill jerkass children, but mandatory for a children to kill innocent adults. (you kill them anyway) Also, we could talk about cannibal children. In the end, the problem is not that you can't children (it is, but only very minor) but that devellopper gave put them too much heavily in the front of the gun, teased you with the idea of killing them, while not even bothering giving a reason for their very existence. It's like they are convinced that children need to be killed and ask you to support them in asking the publisher to allow it.
You may be disagree with Fo3 haters, you may consider them wrong, but right or wrong they have many reasons to be pissed off, and brought of their immersion. It is not just "Because".