Re Fallout: New Vegas
The attempt to force you to travel asking a predetermined path from the beginning runs counter to what I enjoy most about Fallout (exploration and choices).
If the devs had really wanted to "force" you to go in one direction, they would have put Goodsprings in a canyon and had only one road leading out. I believe what they were trying to do is for newer/less skilled players and people just wanting to follow the main plot, they were pointing the easiest and most direct way out. But it is entirely possible to go in other directions--they even provide equipment to help you do that in Goodsprings (two Stealthboys and some other decent gear easily findable in the area), which obviously they wouldn't have done if they didn't want you to have the option to use them. You just have to work harder for it. Every playthrough I've done in NV, in fact, I don't think I've ever gone the direct plot-route. You just have to be willing to think about the route you're going to take and plan for it *gasp and horror*. You don't want to think, that's what the main route's for. Personally I think they way they designed it reinforces the idea of exploration and choices--you just have to actually be careful and plan out and be strategic with said choices, but there are very, very few choices FNV does not allow you to make. If you see the most obvious route and don't bother to try to find less obvious ones, that's your forcing yourself down a certain path, not the devs.
FWIW, the easiest, but not the only, non-plot route out is to go north, up the hill, use Stealthboy to sneak past Cazadores. Once you're clear of the Cazadores, you can either hang a hard left and walk along the canyon, sneaking past if needed past the Vipers there, and get into the Great Khans camp, or run straight north to New Vegas, being careful not to veer too far to the right where there are more cazadores and I think maybe some deathclaws (although I find cazadores scarier!). What's fun about this route is it gives you access to the Great Khans and their quests early--which is useful as you head into Fiend territory, and it puts you into the edge of Fiend territory. The Fiends are dangerous and you have to be careful, but usually there are one-two scouts far from base you can kill easily enough, and they often have good gear you can use. It also gets you to the Sunset Sarsaparilla factory so you pick up the star quest early. None of these things are game-breaking and it's clear from how the timelines can work out the devs accounted for players going this--and other--routes.
You wanna talk predetermined paths... Wasteland 2 is driving me nuts because despite the hype about "you make choices and it has consequences and we account for player creativity and let people find different ways to solve one problem" is really, really, really overblown. There are a few choices you make, but even then they're very hard line choices with little nuance to them. There are many other places where the outcome is utterly predetermined no matter what you do (see, the Prison story) or where there should be multiple available solutions to a problem but only one works (see, a rescue scene at Rail Nomad).
If they didn't hype up that stuff, I'd just go for the railroad ride that has the occasional junction and enjoy it, but they're just not living up to what they're saying what the game is about.
That said, I think it's a decent game and I am glad I backed it. Combat is interesting (although will be better once they fix the bug that gives all enemies unlimited movement) and the general world development is really good. I wish there were fewer "traps" for choosing skills and attributes and I don't get why, for example, we need both medic and surgeon as a skill. *rolleyes* Not bad for a low budget game though (and $3 mill is low budget) and certainly a good follow up to the original.