Thank you!
Finally, someone who understands that FONV has terrible writing and forces you into a very undesirable character role (for many players) and a very undesirable environment (for many players) with no NPCs to have any empathy or caring about at all. Not to mention the entire premise being totally ridiculous and unbelievable right from the start (yeah, a Courier who has traveled the Mojave delivering packages but has to ask everyone and anyone about the details of the environment and factions within it... sure, right, great writing). Or companions whose quests force you to go out of character (Cass is a perfect example of poor writing at its finest).
Choice in dialogue has NOTHING to do with a role playing game and never has. It has everything to do with Japanese adventure games, visual novels, and hybrids of these that use these mechanics including some Japanese role playing games, but it has nothing to do with the RPG genre in general and never has.
What's worse is when developers (Obsidian) adds all sorts of quantity (dialogue, choices, ammo types, etc) that do absolutely nothing to improve (or even offer) content that enables players to feel anything for NPCs or the game world (except perhaps wanting to get away as soon as possible).
Want to play a retro future spaghetti Western? Play FONV. Entertaining? Sure, if you enjoy that genre (i.e., spaghetti Westerns) enough to play for dozens of hours or even hundreds of hours. Certainly not for everyone, and certainly not award-winning genre of material, though.
Edit:
Marss, you are incorrect. Bethesda did not "throw money" at Obsidian at all to make FONV. On the contrary, Obsidian came to Bethesda once Bethesda acquired the IP and asked to make a game for the franchise. Bethesda and Zenimax got convinced to allow it, more's the pity.