QUOTE(hazmick @ Nov 14 2015, 07:20 PM)

Any questline that involves you searching for someone is difficult to get right. If the player doesn't feel a connection with the person they're looking for, there's little to stop them getting distracted.
For example: I had a little side quest earlier where a member of my settlement had been kidnapped by raiders. I got right on it, suited up in my power armor and rescued the heck out of my armor shopkeeper. I cared about that guy, so I did the quest.
Oblivion's MQ also worked better because it didn't try and force a backstory onto your character. FO4 is just "You're a heterosexual, middle-class, American with a baby called Shaun. Go.". How am I supposed to identify with my character when I'm none of those things?
*
As for the humour aspect, I kind of get what you mean. I felt the same when Skyrim came out, like it was missing something that I loved about Oblivion.
Saying that though, I have found a crashed spaceship, complete with alien. My character welcomed him to the wasteland in the traditional fashion

I agree with you on that you have to feel something to be inspired to embrace the story you are given; and I think that is the problem with this story.
You are dumped into the story; told who you are and who should mean something to you; and then the story moves forward at an accelerated rate and then expects you to jump on board without any reason you should other than being TOLD it is your child and wife.
You can't expect someone to care just because you told them "that is your spouse and child," you have to make them feel it inside before moving the story forward.
The Player is barely given a few minutes in front of a mirror with them saying stuff like "I like your hair like that..." touching a few objects in the house; spinning a crib mobile - the robot interrupts your thoughts constantly with his household chore talk; the banging at the door - there is no time to feel anything before you are raced to that vault.
I watched an interview with Todd Howard regarding that mirror facegen scene, and he was in ault over those voice lines while the Player is making the facegen on the characters. He felt like those spoken lines were solid gold during that face gen sequence; and that the Player would be bowled over by that and feel the connection between their character and the spouse deeply from those few spoken lines.
Well, it doesn't work that way from what I've seen and heard from players. And you are right about Emil. He has done some really interesting questlines, but they are not universally accepted as believable or endearing, which is what is needed if you want someone to care about a character quickly.
These guys have worked together so long that they think alike; and maybe that is the problem because there is no outsider's viewpoint on whether X will be believable enough to endear a person fast enough for them to care about Y enough to go to great lengths to save them.
It is too bad, because in "The Last of Us" had me bawling over the death of the protagonist's child and the fear he wouldn't care about what happened to Ellie - all in the same amount of time it took Bethesda to kidnap Shaun.