Fallout 4 had plenty of blandness and cringe, and had the
worst Bethesda main quest until Starfield came out. Starfield is shit all the way through, 4 is decent if you just go full Brotherhood or Minutemen because as bland as Garvey is if you like the building system then 2 of the 4 routes can entertain you for a while. Like 3, 4 has its own highlights and genuinely interesting additions to explore and go through and offers the odd quest here and there that's entertaining at a bare minimum. It just dips below a 5/10 in some aspects (a quest, a location, etcetera) and in greater frequency than the other titles, and sometimes it pushes the
5 so hard you feel nothing because something was done with the bare minimum effort.
4's strengths pretty much dictated Bethesda's design philosophy for 76 and Starfield since, yeah, they can't write for shit but at least they can create decent environments to explore. They fucked up the launch of 76 and even without NPCs the writing still ends up shit because the lore gets caught up in the dumb crap it attempts to pull, though from osmosis people enjoy exploring the world. Fingers crossed it gets a server emulator or something so I can see if it's worth any degree of time at all. Meanwhile Starfield is such a monumental fuckup they even tried to half-ass the one lesson they took from Fallout 4 (exploration = fun) and created literal copy and paste dungeons and procgen planets. Horrific.
Before it's argued: I don't think people are looking on 4 with rose-tinted glasses nowadays, it's just the game was always somewhere between a 3 to a 7 or 8 depending on the person and we can just look back on it more objectively now. It's not like we got a Two Worlds II-tier piece of shit, we just a surprisingly average product from a company who has sky high expectations (justifiably) placed on its shoulders.
@Dave. I think they should've doubled down on it. Have us spend time with our neighbours for a bit to grow attached. Then the moment where some of them are trying to get into the vault but are prevented hits a little harder. Maybe if you tag speech you can get an extra 2 squeezed in. Then we wake up from cryo 2 centuries later, forced out of the Vault due to a radiation leak or the nitrogen running out and the Vault itself isn't meant to support life and so we're pushed out into the post-apocalypse with our neighbours and wife & son. This is a much more pressing situation requiring us to engage with the build mechanics as we try to make Sanctuary into an actual
sanctuary than what we got, and assuming they do their job well enough, you would
want to build up Sanctuary because you want to help your homies.
How/why does the institute kill Nora and kidnap your kid if they don't do it at the start? Well I don't have an original idea but combine The Pitt with The Master: the Institute need a human free of FEV (that shit's in the air) with a not fully developed immune system in order to finetune a way to make radiation a fear of the past, requiring a more sophisticated application of the FEV virus itself in order to get the positives with non of the negatives. The institute minimise risk to your son at the cost of testing trace FEV modifications on human test subjects to gauge the effects before using them on the baby, resulting in a bunch of new abominations filling out the Commonwealth around Boston's Downtown after this point in the quest ala Super Mutant Overlords in 3. Then I guess a potential choice at the end is sacrificing your son/giving a pass to the Institute's experiments for the chance to perfect the FEV virus for the benefit of the world or something.
Anyway, after Nora is killed you'll want to find out who did it and why (the only clue might be a dead synth who failed to teleport away like Kellog and co thus pointing you toward the Institute who you don't know yet + a holodisc of locations marking Vaults and other shelters - one of these shelters is in the same area you would encounter Garvey now and it can play out the same. The Minutemen now become more an extension of the player's own "faction" (Sanctuary), the reason to build them up and fix them is with the intent of creating a force capable of matching the Institute. In this context of having built up something first and then meeting Garvey is that the title of general now isn't just handed out to some random fuck Garvey was feeling zesty for, it's being bestowed to someone who has already proven themselves to be a leader in some capacity.
Whilst I'm also exposing my autism, this fanfic-version of F4 can also remove the Railroad altogether with the goal of freeing synths instead being an optional thing Nate can prioritise for benevolent or pragmatic reasons. As many hands as possible to oppose the institute and whatnot. You're a general, so fucking act like it. Or maybe just have it be one of the secondary goals of the Minutemen before you meet them and their fall is due to the Institute fucking them up rather than some random mercenary faction who gets zero development. At least this way Garvey might join you if only because you're offering him the same thing you're after: revenge.
Then the Brotherhood can either become your suzerain, ally, or enemy. Non-interaction might see them become belligerent, especially if you're freeing synths, making use of automotons, energy weapons, mutants, etcetera - everything to give you an advantage in the upcoming battle. They'd effectively be a consequence for a player who stacks as much shit into their Master-tier abomination force to take on the Institute. Helping them out, doing some quests, then negotiating a deal could allow them to give you a pass on robots and energy weapons, and maybe allow synths and/or mutants if you're especially well-in with them. A reason to ally might be on the uptick of mutants emerging from somewhere in Boston and their numbers threaten to overwhelm the few pockets of civilisation that exist in the Commonwealth.
Fallout 4's plot is repairable by keeping the Institute as this nebulous enemy faction (at least then the dodging of the question, "why synths?" never arises outside of theorising by those outside the Institute), which requires re-framing the reason they kidnapped your kid to begin with. The canon reason is just as contrived and dumb so plagiarising past quests and games is basically an improvement.
What this plot does is make Nate a determined father who declares war before he even has an army and explores every crevice of the Commonwealth for his son. Hell, it still works with Nora given her being a lawyer at least lends itself to politics and shit and even the President is still the "Commander in Chief" even if they don't do any fighting themselves. Nate has to transition from soldier to leader with the Sanctuary dwellers, whilst Nora has to go from leader to soldier as she hazards the wastes to avenge her husband. A prologue of sorts with the neighbours and post-Vault societal development makes the transition for either of these people into their new roles more believable.
The worse offences of 4's main quest (Railroad + Synth question) never have to come up and the build up is entirely on taking the fight to the Institute instead of the limp diversion halfway through of having us teleport to the Institute, play patty cake with our son, before ultimately deciding whether we want to kill him with one of 3 factions or join him entirely and kill 2 other factions. If you want to do a similar reveal to the base game, maybe if you take too long by the time you're beating on the institute's door your son is such a kitchen sink of different strains of F.E.Vs trying to fit together that he's become some fucked up monstrosity or something.
TLDR: Fallout 4 could've been salvaged if they had spend more time with the pre-war intro and actually had it matter in the post-war plot. Fallout 4's plot and events therein make the intro pointless since Kellogg's reason for kidnapping your son is due to his "pure genes" which plays zero fucking relevance in the plot because Father is more or less identical in sensibilities and ethics as any other scientist in the Institute - what the fuck was the point of having pure genes if you do nothing with them? They don't even clone him or have him procreate or anything, it's just a given reason but it amounts to fuck-all. Fallout 4 makes the pre-war opening pointless by its own circumstances.
Either: make it more important to the plot, or get rid of it altogether - Nate being pre-war and Father having pure genes serves 0 purpose to the story. They could've dipped him in FEV and ended up with a hyper-intelligent Super Mutant. Imagine if
that was the reunion instead of what we got. Maybe he goes fucking mad in the end, jumps into the whole vat and becomes a behemoth and fist fights Liberty Prime or some other schlocky shit.