Well, whether one considers the plot or general game of FO4 bad or not: While the FO4 plot wasn't maybe the subjectively best for many, it allows you to "stop" at one point. You get some sort of closure compared to your initial goals after leaving the vault. Depending on your choices and how you react to it both as player or from some "roleplaying perspective", it gives you a moment of a break, sorta.
Especially in my pro-Institute first game.
So the argument "I need to find my kid but screw it, let me build a town" is slightly moot or baseless because you could play a bit, find closure and then do the rest. Cyberpunk kind of does it the other way around and more radical: Up until the heist you seem locked in Watson if I recall right and cannot enjoy the world as a whole. But you in theory have all the time in the world. Then things go sour and by that point you have this forced plot urgency, while ironically the world opens up at the same time.
And it's forcing you to focus on your own survival as part of the storytelling and plot. In FO4 you have a choice right from the start: Becoming disillusioned in this apocalyptic setting and just writing off your kid as being lost - if you want to. Might bar you from some factions by not following the trail of course. Just like you in theory never have to do the Minutemen thing.
There is a certain freedom to the narrative. Right from the moment you leave the vault or, if you want to be more nitpicky, then at least in mid-game when you get some closure as to your children's whereabouts. I can't say I can complain about this, despite what flaws the vanilla game had or still has.
Well, the heavy modding support surely helps in viewing the game in positive light in hindsight. In fact, I got more and more urge to continue playing (haven't touched my 532527th run for many months now, but it's still all there and ready to go) to witness some of that what I missed a bit in the CP2077 plot:
Especially in my pro-Institute first game.
So the argument "I need to find my kid but screw it, let me build a town" is slightly moot or baseless because you could play a bit, find closure and then do the rest. Cyberpunk kind of does it the other way around and more radical: Up until the heist you seem locked in Watson if I recall right and cannot enjoy the world as a whole. But you in theory have all the time in the world. Then things go sour and by that point you have this forced plot urgency, while ironically the world opens up at the same time.
And it's forcing you to focus on your own survival as part of the storytelling and plot. In FO4 you have a choice right from the start: Becoming disillusioned in this apocalyptic setting and just writing off your kid as being lost - if you want to. Might bar you from some factions by not following the trail of course. Just like you in theory never have to do the Minutemen thing.
There is a certain freedom to the narrative. Right from the moment you leave the vault or, if you want to be more nitpicky, then at least in mid-game when you get some closure as to your children's whereabouts. I can't say I can complain about this, despite what flaws the vanilla game had or still has.
Well, the heavy modding support surely helps in viewing the game in positive light in hindsight. In fact, I got more and more urge to continue playing (haven't touched my 532527th run for many months now, but it's still all there and ready to go) to witness some of that what I missed a bit in the CP2077 plot:
Freedom