Basically, what I am seeing in this thread are two viewpoints that really can't be reconciled.
One side wants the freedom to make a character that is truly their own. (I'll call us "roleplayers".)
The other side wants to be engaged by loads of stuff that's actually in the game that addresses their character history. (I'll call them simply "gamers".)
The fact is that we really can't have both. One poster suggested making four character backstories to correspond to the four preorder packs. That's a cool idea, and I like it (though of course most players only have one preorder pack at most
). The problem is that this would still reduce the roleplayers from choosing between four characters: Sammy the Vault Dweller, Johnny the Caravan Guard, Slappy the Tribal, and Dougie the Mercenary. Sure, we could use different names or even genders, but no matter what, we would have to pick from one of these four fairly rigid backstories. For "gamers", it'd be good, because those four stories would be explored in greater depth on the computer screen, and they wouldn't have to use their imaginations at all to fill in any blanks. To "roleplayers", this svcks, because maybe we don't want to be Sammy, Johnny, Slappy, or Dougie. Only one of the three characters I made really fits into any of those four roles. Even if there were a dozen pre-made histories, like in Dragon Age, we're still basically just reading a story about a character somebody else created.
"Roleplayers" want something else. We want a game that gives us the freedom to make any kind of character we want, and for the in-game story to address us as if we could have any possible background or personality. The obvious disadvantage is that interactions are going to be shallow; our parents aren't going to show up, we're not going to find the bones of our first girlfriend who had psychic powers, we're not going to have a long side story about overcoming our deep-seated fear of spiders that we've had since we were 8. However, a good roleplayer doesn't care. He's happy to fill in those blanks himself. A character with a deep-seated fear of radscorpions might be really fun to play even if the game doesn't force you to run away from them because the fear isn't hard-coded. A character who loves to get women alone and slash them to death with a straight razor because of a disturbed past could be a really interesting playthrough, though maybe only weird players would want to do that. Sure, you could paste these extra personality traits over one of the premade characters, but it would still devalue my creative input every time I heard a guy say, "Hi, Sammy the Vault Dweller! Boy, it sure is cool that you spent 15 years making crankshafts in the Vault's factory. The outside world must be weird and scary to you, huh? Well since you feel that way, let me offer you a quest that addresses it." You know what I mean?
Bottom line, Obsidian had to make a decision to please either the "roleplayers" or the "gamers", and they chose the "roleplayers". "Gamers" obviously are going to be unhappy about this decision, and I'm sad that they couldn't please everybody. Me, I'm on the "roleplayers" side so I'm glad about it and encourage developers to continue offering this kind of character freedom in
some of their games.