BGS games are about the story of the world, not the story of specific characters, as well as how the PC fits into such a world. They do world writing better than almost anyone, certainly better than anyone in Western dev studios that I can think of. By "world writing" I mean the world context: notes found, notes on terminals, background info about various elements of the world, etc., all of which (in FO) are homages to historical elements of different kinds. This is why people play Bethesda's games. People who want character-focused stories should not expect BGS to make such games because that isn't what they do and they have been quite honest about stating their intent.
For games with strong stories focused on characters and relationships, I'll play Japanese visual novels, adventures, and various RPGs, because they focus on characters and relationship development over world context, although the latter is often important for addressing various social issues that are frequently a subject of their stories.
It would be very bad to sacrifice world context for character focus when BGS wants open world freedom. Todd has said that open world exploration is his preference and why he doesn't like Japanese games (my one big complaint against him as a game designer since it is critical professionally speaking to be able to compare and contrast various elements from different backgrounds/cultures in any field of endeavor, at least any with a global reach).
People need to stop claiming that FONV had "great writing" because it clearly did not. I have given numerous examples of its poor writing and can give many more. Let's hope we never have to see Bethesda Softworks publish another such example of poorly conceived world design with such silly written context that breaks suspension of disbelief anywhere you play in the game.