Ask your self this, why it important to experiance the ramifcations of your actions in a game, in the game itself, then you will undersatd why the cutscenes are BS.
But to make it clear, it's becuase actions that dont happen in game, mean nothing, becuase they are not in the game itself.
You didn't address either of my questions. All you're doing is saying, "New Vegas didn't account for every single consequence of an action, therefore it's choices had no meaning." That's a ridiculous position to take.
First, there is an immediate moral, ethical, practical, whatever impact in making a quest decision. Save that guy instead of another guy may not have some world altering consequence, but it's still important in establishing your character, their goals, their motivations, their beliefs and convictions. If a quest does not provide you with a choice, your character is not provided the opportunity to adequately define themselves in the scenarios they encounter.
Second, there are immediate consequences based on character skillsets. A combat novice with a silver tongue likely won't be able to complete a quest through the application of force. A quest that recognizes these character distinctions and allows for alternative paths for completion where appropriate makes these character options more viable for more content.
And this is all ignoring that New Vegas has more consequences for your actions than TES, which is pretty much limited to a bounty system and not a whole lot else. Whereas choices in New Vegas can leave entire quest lines, vendors, and areas locked off to you, TES' bounty system is quirky and has no lasting impact after you've paid your dues. So why you harp on about New Vegas' ending slides when there's far
less meaningful consequence in Skyrim, I'm not really sure.
Factually wrong.
Go look up the quest list of Morrowind, Oblivion, and Skyrim, the VAST majority of quests have little to do with world shattering forces, most are just people who need something found, stolen, or someone killed, and the quests that do involve the Daedra, are always made in such a way that they stay very secret, or affect nothing outside of the local area.
Fallout: New vegas on the other hand is all about doing stuff that saves entire settlements, restoring power to the wasteland, and bringing all the factions of the land togeather into some sort of super army to fight another one of the factions.
-Fallout has always been about changing huge swaths of land by destroying villiages/townss, and making alliances that form into new nations.
-Elder Scrolls is about preventing the world from being destoryed and returning things to the status-quo for the most part.
Um, have you actually played New Vegas?
Goodsprings, a tiny near-ghost town:
-Drive off geckos
-Fix a radio
-Fend off or assist a raider group
Primm:
-Rescue a deputy
-Rebuild an eyebot
-Recruit a sheriff
Novac:
-Investigate ghoul sightings
-Investigate brahmin attacks
-Identify a slave trafficker
Mojave Outpost:
-Kill a few giant bugs
-Investigate a nearby town
Where are these grand, world altering quests you're talking about? Yes, the main quest is going to have a larger impact. That's partly what makes it the "main quest". But how can two armies fighting over a big cement wall possibly trump demonic invasions, dragon invasions, magical artifacts that threaten to tear apart reality, the return of super powerful wizards, or racial extremists seeking to bring about the end of the world? I mean, the NCR/Legion conflict is
already in Skyrim with the civil war questline. Then
on top of that you have events that threaten to end the world. That they crowd a bunch of meaningless fetch quests around these extremely impactful ones is irrelevant.