That may be what's been missing from the modern Fallout games stories is a sense of belonging in the context of a wider world. Instead the world just feels like a wacky theme park where no "consequences" seem to matter all that much because they made it very hard to care about the NPCs.
Hmm, good point. Although personally, the first two felt too distanced. I suspect Bethesda decided to go with personal stories to give players a more personal stake and attachment to the world. Ironically, I think the first two stories could easily become sidequests now.