https://www.youtube.com/watch?v=DqQqeEgWb7Q @ 6:50
"(...) what can you tell us about the story?"
"Nothing?"
"Hahaha!"
"Hmm... I can tell you that we have spent more time... I wanna say without spoiling anything. Looking at how people experience an open-world game and yet tell a story... and... a strong story that, uh... and how it reacts to the choices you make, so... you know, looking at Skyrim we do sacrifice - or other games - we do sacrifice really good storytelling for player freedom and open world. And we will still make that sacrifice but we found - sitting down and going through it and we (????) designer and writer on this one, he was in Fallout 3 - uhm... looking at... well, what can we do... not... you know, fix it is the wrong word, but take advantage of the fact that it's an open world. What is a really good story to tell given this is the kind of game we want to make? And so I think we've made some really good ingrows (?) there."
So open world first, story second, which isn't necessarily a bad (or surprising) thing.
I wonder when developers of open world games finally try to abandon classic storytelling by converting it into organic, dynamic storytelling that equalizes story and setting.
It sounds like there's still a mainquest within the open world of Fallout 4.
Edit: http://www.gameinformer.com/games/fallout_4/b/playstation4/archive/2015/06/17/19-new-details-fans-need-to-know-about-fallout-4.aspx?PageIndex=2 (thank you FALLOUT4LIFE70)
-Fallout 4's narrative has a lot more branching paths and overlapping of "if that than this" than Fallout 3. They want the game to handle all the fail states of missions instead of forcing players to reload saves.
-Bethesda has always valued player freedom above storytelling, but with Fallout 4 the team wants to bring more emotional resonance to the plot thread running through the game. This is why they chose to recruit voice actors for both the female and male protagonists the player can make their own.
Sounds pretty good (maybe sweet little lies, but Todd Howard is no Molyneux). I like how Bethesda seemingly came from a totally different prospect (not forcing players to reload) to the same conclusion many players share about branching storylines.