After what you mentioned, I do have to agree that the biggest flaw with Bethesda sandbox RPGs is that the actions you take, quest decisions you make, and people you slaughter will seldom faze the world you live in, and aside from a few key decisions, almost nothing will ever change if you do a certain thing or not. I hadn't really noticed it, though, since the thing you pointed out in Skyrim, the trend of going into places, killing everything that hates you, and hauling the loot back to sell again, was the main reason I (or frankly anyone) plays a Bethesda game in the first place.
I do agree that Obsidian took the Fallout 3 game and made it into something unique. While Bethesda is certainly better at crafting a world in general, Obsidian is good in making it feel like you have a reason to be there, and that you have some impact in it. A Bethesda game is a walking build that is constantly looking to add to that immensely broken DPS and reduce the time it takes to kill an orc from 5 seconds to 1 second. An Obsidian game makes you feel like the actions you take could very well change the entire damn world you live in, even if said world is kinda bland.
Although, as an extra thing to note, maybe Agnis was a bit of a fourth-wall meta joke to this fallacy of Bethesda, they pointing out the fact that their games often lack a 'reaction' to your 'action', as she clearly states that the residents of the fort aren't temporary and she's just faded into the background, completely unnoticed.
I do agree that Obsidian took the Fallout 3 game and made it into something unique. While Bethesda is certainly better at crafting a world in general, Obsidian is good in making it feel like you have a reason to be there, and that you have some impact in it. A Bethesda game is a walking build that is constantly looking to add to that immensely broken DPS and reduce the time it takes to kill an orc from 5 seconds to 1 second. An Obsidian game makes you feel like the actions you take could very well change the entire damn world you live in, even if said world is kinda bland.
Although, as an extra thing to note, maybe Agnis was a bit of a fourth-wall meta joke to this fallacy of Bethesda, they pointing out the fact that their games often lack a 'reaction' to your 'action', as she clearly states that the residents of the fort aren't temporary and she's just faded into the background, completely unnoticed.