Because Part 1 reached post limit and because the topic got more popular than I initially thought it would:
Please at least read the edit before posting, as it compiles a lot of the points already made in the last thread
I think we're all touching upon a larger point of discussion: the wider implications of restricting the player character to certain characteristics in a game coming from a company that usually allows for a balance between a blank slate protagonist and a totally pre-determined character.
Having a character with a pre-determined life may limit how we roleplay with him or her. Thinking about the chem-addled psychotic anarchists that many people play, I wonder how this would work in a game where your character is apparently a committed father. Sure, it can be worked around (maybe he went crazy after leaving the vault, maybe he was an [censored] to his family), but it still may bother people that they have to work around an already established backstory.
I'm okay with a basic backstory like what we saw in Fallout 3, but forcing me to be married with a kid is something I have no interest in. I like to play different characters. Sometimes, I like to play as a crazy serial killer, other times I want to be a mad scientist. Hell, right now I'm playing as a 10 year old super genius with an army of robots who can barely lift a weapon he's so small (mods). Fallout 3 restricted you to a basic backstory, but you could flesh it out as you went along. Yeah, you were raised in a vault and your dad worked on Project Purity, but after that your character is pretty much a blank slate and you can fill in the blanks with your own roleplaying. New Vegas had even less backstory. Your character had a job as a courier, going back and forth between the Mojave and the NCR and got shot. Anything more can be determined by the player, either using your imagination, or with dialogue options. Lonesome Road was a good example of this, where they took a very basic backstory and allowed the player to fill in the blanks by explaining his motivations, his interpretation of his past, and his reasons for siding with who he's siding with.
I'm honestly not sure I want to be stuck playing such a defined character.
Now, some may say he's still a blank slate in a way, that beyond his family and his apparent military occupation we can make him whomever we want. That's true, but only to a point. The previous games treaded a fine line between having a basic backstory and letting you fill in the blanks. No amount of roleplaying and no amount of mods will make half the characters I play make sense in this game. My psychotic anarchist whose spent his whole life getting into crazy situations and causing destruction wherever he goes, just barely lucking out and surviving day to day, who would sooner nuke a city than raise a family is forced to start out as a seemingly loving father. My teenage baseball athlete, who started as the MVP in his vault's team, and now roams the Wasteland beating the [censored] out of villains with his spiked bat, is now forced to have a wife and kids...somehow. Don't even get me started on how little sense my 10 year old makes.
I don't think anyone can deny that this limits our roleplaying in light of the points I listed above.
So, what would I have done differently?
I would have wanted to play as the baby instead of the parents. Start out as the parents in the tutorial, but customize the baby, which then obviously changes how the parents look. Play through the tutorial, learn the game, determine your skills (It can be implied that the baby takes after you) and then narrowly get the baby in the vault before the bombs go off. The baby is either cryogenically frozen, or is a replicant created by the Commonwealth (like some are saying the current protagonist is) and the game starts from there.
The only thing I can hope for now is that, at the end of the game, they pull a Red Dead Redemption and
That way, I can play Bethesda's story (which I admit interests me to an extent), but after its over I can play with my own blank slate of a character making my own personality and story for him. I think that would be a good balance.
I know a lot of people disagree with me here, but let's discuss this. Do you like having your story determined for you? Do you think this sort of storytelling has no place in Fallout?
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EDIT: A few points I'd like to mention in response to specific points made in this thread.
1. I'm ok with a pre-defined backstory, to an extent. I just think the line has to be drawn somewhere. The difference between Fallout 3's pre-determined story and 4's story is that most people have a childhood of some sort and parents in some form. It's easy to make almost any character imaginable. Not everyone is a parent with a nice house, a child, and a job in the military, and some characters just don't work very well unless you really want to stretch it. Sure, both games have a somewhat restricting backstory, but one is easier to work around. One has objectively less details than the other. New Vegas has even less restrictions, allowing me to easily use mods to create literally any character I want (A ghoul, a child, a super mutant, etc). 4's story will be a bit more difficult to create mods like this around, because no matter what, you have a spouse and children that are seemingly important to the main plot, so certain character types can't work.
2. To those saying I'm not a good roleplayer if I can't work around having a family, and to Norgrim, who implied I'm "childish" for not wanting to be a family-man: It's not that I can't work around it, only that I'd rather not have to if given the choice. Someone earlier brought up my teenage baseball-player character, who fights evil with his rusty baseball bat, and claimed he is still a viable character in Fallout 4, meaning he'd be a teenage father fresh out of high school who for some reason has his own house. Again, I could work around that, but it's still a bit of a stretch. My psychotic anarchist cannibal has no choice but to start off as someone who at least pretends to love his family and child. Someone earlier stated "he could be a con artist!", but you're forcing my character to be a subtle and calculating criminal when he would rather set a suburban neighborhood on fire than even pretend to raise a family in one. I honestly don't understand how anyone can say that this forced family doesn't limit opportunities to create our own characters, at least slightly.
3. I have a major concern about the voiced character and the mass effect style dialogue trees. Here's a quote from someone who brought this up earlier:
Obviously this is hyperbole, but it raises an important potential issue. Now I may be acting a bit alarmist here, but what do you guys think? How will all of the perk-related dialogue fit in? How do we deal with the fact that we're not seeing the entirety of our dialogue choices, only vague topics? Note, in the demo, when the player chooses the "get food" option, and yet instead of asking for food, the character gives a completely different response than what "get food" would imply. Things like this happen all the time in Bioware games, sometimes forcing me to reload because I viciously insulted a character I thought I was going to be playfully teasing. Having a voiced character also means a forced delivery of each line that may or may not fit your character's personality. This, more than anything, makes me nervous about Fallout 4.
So that's it for my rambling, let's continue this discussion.