There are choices in the game, but they only impact the player's story (experience), and not the larger world around them like the Civil War, the Main Quest, Guild affiliations and reputations, etc.
This was probably a conscious decision on Bethesda's part because it means total freedom as far as the big setpieces go as well as the smaller side-quests which is where the decisions have the most impact. I also think it was because Bethesda is like any other developer and they want to make sure players experience every thing that was put into the game regardless, of whether being able to do that in-game is realistic, or not. They can then turn around and market this under "hundreds of hours of content" in an attempt to justify the $50, $60 price tag they charge consumers, too.
The alternative to this is what we got in Fallout: New Vegas.
The emphasis was on old school RPG elements such as faction affiliation, reputation and even quest incompatibility and multiple outcomes.
If you were sent on a quest for the NCR, chances are you were going to run into The Legion, so being aligned with the NCR had real consequences in terms of being totally cut off from doing any Legion quests, or side-quests that might involve The Legion and it's affiliates. If you killed a certain NPC during the course of a quest, you received a "Quest Failed' notification for a quest on the other side. That's how RPGs used to be. Developers were not afraid of players not being able to see everything the game has to offer in one play through. The irony is this is what gives RPGs replay value versus trying to allow "unlimited freedom" like Skyrim, and Oblivion does even though I like both of those games.
Edited by MidevalGuy, 18 October 2013 - 03:43 AM.