So, as we all know, one of the biigest criticisms about FO4 that has been going around is that it lacks content. Many claim that FO4 is incredibly sparse, with little to do but radiant quests and main quests. You spend a buch of time gunning down raiders for Preston or placing MILAs for Tinker Tom but there is little content that isn't repeating.
I admit, I, too, believed this early in my playthrough. All I did when I wasn't chasing Kellog was kill raiders for Preston or make beds and crops in my settlements. But now, my quest log is filled with incomplete or unstarted quests. Hell, I haven't even found the time to start The Silver Shroud, and people have been hyping tghat quest like there's no tommorow.
With that said, let's try and dive into a discussion of how much content the game actually has.
First, a few things to keep in mind.
1. The Fallout games have never been Bethesda's biggest titles. It's very clear that The Elder Scrolls is Beth's flagship series. Every Elder Scrolls game is accompanied by a huge leap forwards in graphical technology, while the Fallout games usually build off the previous ES game graphically, I.E., TES III, IV, and V were all huge leaps ahead, but FO3 looks like Oblivion with some improvements and FO4 looks like Skyrim with some improvements. Additionally, Fallout seems to a sort of testing ground of sorts for TES, for example, you can make the argument that Beth was testing the waters with FO3's perk, companion, and random encounter systems, all of which showed up in Skyrim three years later.
Content wise, the Fallout games are genrally much more limited as well. TES has a main quest, faction quests, and side quests, but Fallout mainly sticks to a main quest and some side quests. The maps are also significantly smaller.
2. Comparisons to New Vegas are a mixed bag. On one hand, both Fallout 3 and Fallout 4 had a longer development cycle than New Vegas. On the other, it's no secret that NV recycles a huge amount of assets from FO3, and shares the same architecture, etc. When some people call New Vegas a giant total conversion mod for 3, they're not entirely wrong per se. When you don't have to build a game from the ground up, you can spend a lot more time focusing on adding more quests. Because of this, it is unclear how fair comparisons between 4 and NV are in this regard. I won't outright say they're unfair, but they are suspect.
With those two out of the way, back to FO4.
How many real quests does FO4 have, and how does this compare to FO3 and New Vegas?
We won't count minor fetch quests or radiant quests for some purposes, though the line between "real quest" and "stop gap quest" can be vague and arbitrary at times.
NOTE: Quest lists are there as "proof". Don't bother reading them unless you're skeptical of the numbers.
Fallout 3
Main quests: 11
- Escape!
- Following His Footsteps
- Galaxy New Radio*
- Scientific Pursuits
- Trainquility Lane
- The Waters of Life
- Picking up the Trail
- Rescue from Paradise*
- Finding the Garden of Eden
- The American Dream
- Take It Back!
*Skippable
Side Quests: 17
- Agatha's Song
- Big Trouble in Big Town
- Blood Ties
- Head of State
- Oasis
- Reilly's Rangers
- Stealing Independence
- Strictly Business
- Tenpenny Tower
- The Nuka Cola Challenge
- The Power of the Atom
- The Replicated Man
- The Superhuman Gambit
- Those!
- Trouble on the Homefront
- You Gotta Shoot 'Em In The Head
Faction Quests: Zero
Comapnion Quests: Zero
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Fallout: New Vegas
Main Quests: 24
All/Multiple Branches
- They Went That-A-Way
- Ring-A-Ding-Ding!
- You'll Know It When It Happens
Yes Man
- Five "Wild Card" Quests
- No Gods, No Masters
Mr. House
- Six "The House Always Wins" quests
- All Or Nothing
NCR
- Things That Go Boom
- King's Gambit
- For The Republic
- Eureka!
Legion
- Render Unto Caesar
- Et Tumor, Brute?
- Arizona Killer
- Veni, Vidi, Vici
Side Quests: Over 50
Sorry, too many to write! Not That that's a bad thing!
Faction Quests: None outside of Main quest
Comapanion Quests: 4
- E-D-E My Love
- Heartache By The Number
- Nothin' But A Hound Dog
- I Forgot To Remember To Forget
-----------------------------------------
Fallout 4
Main Quests: 36
All/ Multiple Branches
- Out Of Time
- When Freedom Calls*
- Jewel of The Commonwealth
- Unlikely Valentine
- Getting A Clue
- Reunions
- Dangerous Minds
- Shattered
- The Glowing Sea
- Hunter/Hunted
- The Molecular Level
- Institute Holotape Data Quest (Name varies depending on faction)
- The Battle of Bunker Hill
*Skippable
Minutemen
- Form The Ranks
- Defend The Castle
- The Nuclear Option (Minutemen Version)
Brotherhood of Steel
- From Within
- Liberty Reprimed
- Blind Betrayal
- Tactical Thinking
- Spoils Of War
- Ad Victoriam
- The Nuclear Option (Brotherhood Version)
Railroad
- Underground Undercover
- Operation Ticonderoga
- Precipice of War
- Rocket's Red Glare
- The Nuclear Option (Railroad Version)
Institute
- Synth Retention
- Mankind-Redefined
- Mass Fusion
- Pinned
- Powering Up
- End Of The Line
- Airship Down
Side Quests: 17
- The Big Dig
- Cabot House Questline
- Cambridge Polymer Labs
- Confidence Man
- Curtain Call
- The Devil's Due
- Diamond City Blues
- The Dissappearing Act
- The Gilded Grasshopper
- Here There Be Monsters
- Human Error
- In Sheep's Clothing
- Kid in A Fridge
- Last Voyage of The USS Constitution
- The Silver Shroud
- Trouble Brewin'
- Vault 81 Questline
Faction Quests: 25
Note: Defined as quests you can complete before "Institutionalized" and/or are unecessary for completing the main story.
Minutemen
- Sanctuary
- The First Step
- Troubled Waters
- Out of The Fire
- Taking Independence
- Old Guns
- With Our Powers Combined
Brotherhood
- Fire Support
- Call To Arms
- Semper Invicta
- Shadow of Steel
- Tour of Duty
- Duty or Dishonor
- The Lost Patrol
- Show No Mercy
Railroad
- Road to Freedom
- Tradecraft
- Boston After Dark
- Butcher's Bill 1
- Butcher Bill 2
- Memory Interrupted
- Randolph Safehouse
Institute
- A House Divided
- Political Leanings
- Plugging A Leak
Companion Quests: 4
- Benign Intervention
- Emergent Behavior
- Long Road Ahead
- Long Time Coming
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So, there we have it. FO4 has significantly more content than FO3, and somewhat less than New Vegas.
So why does it seem like it has less? A few reasons:
1. Nearly a third of the game's quests are faction quests, which can be skipped or lost entirely if you destroy the associated faction. For a similar reason, you'll likely only play through half of the available main quests on a single playthrough.
2. Another few are companion quests, all of which are metaphorically locked behind an approval barrier. You need at least several hours of traveling with the given companion and not pissing them off for these quests to fire.
3. Side Quests are not spread out evenly across the map. The Northwest "starting area", where you spend a lot of your first 30 hours, is rather barren compared to downtown Boston or the far south.
4. They don't always do a very good job of pointing you towards side quests. They try, but they don't do a very good job.
I like 1 and 2, they both add more depth to the game and/or encourage replayability. 3 and 4, however, can and should be fixed. Personally, I suggest bringing back having the radio host point you towards quests for the latter (why was this removed?). For the former, we can again look to previous games, both of which had a cool side quest easily completeable in the early game (Power of the Atom in FO3 and Ghost Town Gunfight in F:NV); placing an interesting side quest or two early in the starting area encourages further play.
If you made it this far, good for you! I know this was long winded, but after hearing this complaint so much, I decided it warranted further investigation. What are your thoughts, though?