It hadn't occurred to me until now (spotted it in http://www.digitalspy.co.uk/gaming/interviews/a654353/fallout-4-interview-todd-howard-talks-mods-in-game-building-and-map-size.html#~ppEzVd1pBnu52A)
but Fallout 4 does not have cutscenes.
ok, Skyrim and Fallout 4 didn't either, as a mute protagonist you're just close to the NPC speaking.
Oblivion would famously give you a zoomed in face-cam shot.
But a voiced protagonist raises the stakes so that people expect stronger 'cinematic' dialogue.
Examples of cutscene heavy game series include: Dragon Age, Mass Effect, The Witcher, Metal Gear Solid.
But animated cutscenes are expensive, particularly when in a open world you have a ton of conversations.
Dragon Age Inquisition came under criticism for not having side content cutscenes, which people were accustomed to,
which was presented that it was either not have cutscenes or not have the side content at all.
So how does Bethesda get away with (or alleviate the need) for a lack of cutscenes when others get beaten up about that?
In the conversation with Codsworth, I'm seeing the protagonist have a cutscene conversation, but it isn't says Todd:
"Can we make it where the game isn't paused and it's just another [cutscene]? We do it differently, and if you watch the video, it seems like a cinematic scene you'd see in a lot of games, but it's not. You can play it in first-person and I could be talking to you and I could look at somebody else and talk to them and then turn back to you and answer your question. We don't do that a lot, but it allows it. It's all just a smooth system, so that part of it was important to us."
They're being really clever with the perspective camera and the in-game dialogue animation is up to the task.
Or with a voiced protagonist do you feel you lose something without cutscenes?