I think I worded that wrong. Sorry, I didn't mean like literally. The highlighting/selection color in the demo is yellow. The decisions read out like green, yellow and red in severity scale. If it's a top to bottom thing. Like sorta tame choices on top, bottom being opposite. I like the idea of being able to play by feeling out the moment instead of reading so much. Like if, you know, tame choice is always on top. Snarky in the middle, and dgaf on the bottom(in a broad sense) then reading can only help to be more specific and help you understand the story more through "safe", dare I say limitless, decision making. Almost everyone is going to play cautious at first, but the replays may have a more flowing feel to it because you know a bit more about how to play. The idea of always knowing what broad choice to make could be seen as limiting in some ways, but it would be nice to be able to "feel" our way through an environment. So that our gamplay is how actors flow through their lines on stage and make everything realistic for the audience.
That's a standard affair with pretty much any RPG game featuring branching dialogue trees. Whenever you respond to another NPC, the highest option is usually the nicer and compliant one, the ones in the middle range from not entirely compliant to neutral, then at the bottom you have the aggresive approach. This kind of way of setting things up allows the players to almost subconsciously figure out the basic roleplaying patterns in conversations (if you want "no trouble", you usually go for the first one, if you want to be evil, you go for the last one). You can also mix them up depending on situation to give more depth to your character (in Cyberpunk case you can for example choose to always pick the compliant options when conversing with Corporates, but hostile or neutral toward Rockerboys, if you want to play as ultimate bootlicker for the Corporate overlords, not that there is anything wrong with that... I guess).
But of course it's not always as clear cut, for example in Cyberpunk 2077 demo when you are being asked by Meredith if you are alone, lying about that (which is neither nice nor compliant) is listed as upper choice, while the second option is actually you being somewhat nice for a change by stating the truth. So following your instinct based on dialogue choices placement might not always be a good idea, but most of the times I think you would be okay.
Bethesda tried to go into a more narrative driven direction with Fallout 4, possibly due to being inspired by Mass Effect series (Witcher series wasn't as mainstream yet, so I think it doesn't share any blame for that), but of course Bethesda games usually do not shine when it comes to in-game narrative, but rather with their open worlds combined with a huge amount of freedom given to the player. So in the end of the day they not only made the game more restrictive with stuff like voiced protagonist to make space for that kind of approach, but also failed to deliver good narrative. As Gopher, who is a huge Bethesda fanboy, but consider The Witcher 3 to be his favorite game of all time, pointed out, Bethesda shouldn't take any lessons from The Witcher games or other narrative driven RPG's for their next titles, but rather return to their roots and expand on them.Yeah, I honestly don't know why they made such a big deal with the cinematic camera in FO4. It kinda sucked. Very big departure from normal Bethesda games. 'Fraid I don't know what F3BBAS stands for.
Or so I heard. I don't know. I didn't play Fallout 4 myself, after all.
As for what this abbreviation stands for, here's a little hint:
BB stands for Being Boring.