So you had choice, which didn’t exist in Fallout 3 (or Fallout 1/2 for that matter). And of course, each of the factions has different and opposing goals.
They all have the same “go around and talk to the heads of each ‘department’” intro tour.
Uh, and how do you suggest you should find out who your vendor/quartermaster is, your armorer is, your commanders/department heads? That’s sort of how it’s done in real life when you are the new guy, right?
They all have radiant quests that suck the life out of the game.
That’s one opinion. But of course, you could totally ignore them if they bothered you that much. You could go do the non-radiant quests (the factions have those also), do other non-faction related quests and stick to the main quests line, or just go out and explore. Choice!
They all end with similarly (except The Institute) down to having the same name for the final quest.
That’s not totally correct. After taking out the Institute, the Minutemen can attack and take out the Brotherhood, if you consider them a continued threat to the Commonwealth. You can launch an artillery strike on the airport and the Prydwen and the BoS will attack the Castle. But yeah, the Institute is the bogeyman so they have a target on their back.
And they all kind of suck as far as imparting any kind of urgency to the player.
Most games do this poorly. Fallout 3 you really needed to find your dad, that’s why you left the vault but you could dawdle all over the wasteland. Geralt is looking for Ciri in TW3 but finds plenty of time to do this and that along the way. Most RPG’s have this inherent contradiction - there’s a really bad situation that really needs dealing with - but you are so weak at the beginning that you have to level up, gain abilities, amass an arsenal to be able to take on the big bad, who patiently waits while you do this. Other than Fallout 1 which had a time limit (later removed because of complaints, name a game that does this well? The only one I can think of is Mass Effect 3 - each quest as I remember was directly related to gather support/resources to defeat the Reapers. I don’t remember any pure side quest that had you go off on a side quest not directly related to the war effort - you really felt pressed as each mission felt important. But that’s the only one I can think at the moment.
It’s telling to me that at a certain point, you can be friendly to all the factions at the same time and remain in a kind of ally limbo. You can wander into faction forces fighting each other and they’ll just ignore you. Like literally ignore you. You can walk through the firing and no one seems to care. Which is kind of how I felt at that point.
It’s weird but it make sense to a certain extent. All the factions believe you are on their side so of course they don’t shoot at you. And if you join the fight in one side, then you kill everyone on the other side and no one is the wiser because of that. But yeah, they could have handled this better probably. But it hardly ruins the game, IMO.