Are you aware that you can create a story using absolutely nothing but your own head and don't actually need to pay a corporation $50 in order to do so?
I've never understood why this is supposed to be an argument, since it's not like the games actually do anything to facilitate this "emergent storytelling". You couldn't actually marry the lady you moved in with, she has no dialogue beyond "did you want something?" and the decorations you placed will despawn within 30 in-game days if they're not in a designated player home.
So true.
Even the 'emergent storytelling' fails, though. Grandmaster of the College of Winterhold? Prepare for no one to give a fraction of a shit, and for you to be invited to join when you walk outside and interact with the NPC's.
Kneel, peons, you know not who you address! Oh who am I kidding, I'll never return here again...
Forgive me if this is incoherant, I've had three hours of sleep and I can't always be coherant about what I'm trying to say when I've had enough sleep

.
Yes, you can just imagine stuff without anything else. But having tools makes it easier or sometimes more fun. It's kinda the principle that dice and paper roleplaying games go by. You still ahve to use a lot of imagination, but the dice give rules so that you don't have full control over what happens so more randomness can happen and it can feel more real cause like in real life you don't have full control over everything (or even other people's reactions).
It's why when I played on muds I preferred the one mud that wanted roleplaying but was still a mud rather than a mush. I wanted the game to determine if some things i did was succcesful, not just work on honor code (mushes if you got in a fight you guys were supposed to fully roleplay it and just use honor code on if your character hit or missed).
Skyrim and Fallout (all Fallouts really) provided a structure like a basic story that I had to roleplay around and the tools to allow me to roleplay my character (believe it or not, something as small as allowing me to sit really helped in immersion. Something I sorely miss in Witcher as I try to also make him get enough sleep and eat but it really doesn't feel the same. Witcher feels more like a game to me rather than a roleplaying experience because it doesn't really support it as much and is more aimed at being a game).
Yes, the combat was weak and could be better but I didn't really play it for combat. I was playing it more for a roleplaying experience rather than a combat simulator or game. Combat though did allow that randomness out of my control to happen. Allowing me to move items around my house and decorate it made it easier to pretend it was my house and I was in that situation. It made it feel more real rather than static items in most games that are immovable and act as part of the background rather than items in themselves. Being able to sit to eat made it easier to imagine it was me sitting to eat as well as being able to lie down in beds. Also, the fact I had to find an appropriate bed helped with that. Hardcore more in New Vegas was awesome cause it actually put rules down on needing to eat and sleep, and yes, that does help immersion when you like to roleplay. Having rules to actually enforce it actually does matter.... I think I'm too tired to explain, it just helps for those of us who do like to roleplay our character. I like having outside forces I can't control actually enfore stuff like drink or you'll start to get weak. Rather than just imagining I need to drink.
It makes it feel more like a simulator of the situation and less like just a game (I think simulators are games but they are different and they do work more on you using creativity in the situation as you are trying to simulate the situation so you are trying to put yourself in it).
Sure, some people want the game to be more gamey. But I think the main allure for those games is the roleplay/put yourself in the situation/simulator and I think it would be a mistake for Bethesda to forget that. Yes, they could make it better and keep that, but they need to remember what their games biggest allure is to their very dedicated fanbase (cause as the numbers show, people do like their games as criticized as they are. Hell, I can agree with criticisms and I still love their games and have yet to find any other RPG that does what I love about their games near as well). I think if they forget why their games are so loved despite the flaws and fix the flaws at the expense of what is good about their games they will find a lot of backlash. More so than if they didn't fix the flaws honestly (and I'll say I would much rather they keep the same than fix the flaws at the expense of why their games have such allure. I mean all I really want out of Fallout is more area to explore, more NPCs to talk to even if it's not the best of dialogue, and well, more Fallout. Yes, I would like them to improve stuff and honestly I'd prioritize stuff like adding in factions like Obsidian did and also your choices making more of a difference and less railroaded plot, things that are actually weaknesses in what they do well and would make what htey do well better. Than I'd focus on story/dialogue/writing and then, maybe then I'd say they should focus on a better combat system (as long as it didn't sacrifice their very open ness in how you can play your character). But combat is honestly the last thing I think they should focus on, it's not really why I play the game (and I suspect why a lot of people play the game).