tbf a lot can happen in a decade that make anyone's choices a wash lol; like witcher 3 takes place a year after witcher 2 and almost nothing carried over in a permanent way because the invasion sorta made it irrelevant which is
fine as far as storytelling goes- that's life. I get DA is different, and I want choices to maybe uncover more of the world and stuff, but I can accept limits if BioWare is up front about it.
like, Dreadwolf will be what,
24 years after Origins? (Origins was 9:30, Trespasser was 9:44, and Dreadwolf seems like it'll be approx 9:54)
I think the illusion that all of your choices matter is far too important tbh.
I think most people are aware that only a handful of decisions actually carry over but the belief that any of them *could* goes a long way.
I think this is important too; I like seeing how having certain choice flags being set lets me pick up different elements off lore and worldbuilding, but I can't begrudge the limitations in making that materialize in more substantive ways.
I think "choices matter" is always the appeal of these games but players also always need to be willing to meet them halfway.
I think the hard thing to balance with fans is that there are choices that fans might think are important and might be important in the game, might ultimately not be important in like 5-10 in-game years. Is "respecting" player choice the same as
revering their choices? These are more general questions and not aimed at anyone specific. Like is it wrong if the "Warden" whether it's the DAO MC, Loghain, or Alistair just... dies from old age or sickness? Do they need to be handled grandiosely? Is having the Warden die off screen not "respecting" player choice when their choice is acknowledged and integrated in the story of the world by dying offscreen? There's a lot of ambiguity about what respecting player choice actually means and I get the sense that this hasn't been engaged enough with in general.
Co-authorship in games via choices I think lets players create stories for these characters in their head, which is IMO a good thing, but they're going to run into the problem of reality not matching what they imagined.
edit:
I think in general developers need to stop hinging their marketing on "choice and consequence", even though I know they won't, since it creates an expectation that can't ever really be reached.
This too 100%; players might need to meet studios halfway on this but studios need to stop blowing smoke up our butts here.