One there is a difference between a Choice and a Problem.
Example
Choice:
Leliana or Morrigan.
Since there is no benefit other than personal taste this is a choice.
A problem has a goal attached to the end of it, it also has an apparent benefit over the other.
In dragon age your problem is Slay the Arch Demon your options are.
A) I send in Alistair to die, and lose Morrigan before the final boss fight.

I send in Logan to die, and lose Morrigan before the final boss fight.
C) I send in Myself to die, and lose Morrigan before the final boss fight.
D) I sleep with Morrigan, I have my entire party with me when I go and fight the Arch Demon, and oh yeah I don’t die.
I wonder which option has the best outcome? Hmmm?
Sure you have the illusion of choice with this, but really its not because one is far more rewording than the other, once you know there is a reward for picking a choice its no longer a choice but a problem and answer.
A choice should have no apparent answer, and leave the player thinking, something that expands on the human experience that is the game.
Games are not like TV, Movies, or Books, they are an interactive medium, and as such they need to be more expressive, and draw the player in more and more though the human experience. If I wanted to see something with a finite story line I would, but I don’t play bioware game for that.
This is another example.
Moral Choices, most of the time in games this is a joke. We ether pick the I’m Hitler, or I’m the Pope choice, based on a stat that we want to increase, or a pay off at the end, or how much more content we get for said choice. It‘s never really been done great.
But Dragon age does it well.
And some of the situations make you set back and think, how would the game have played out if I picked this or that. If you let the werewolves kill the elves you get a line of dialoged for Zevran that you wouldn’t have gotten if you picked something else and his view of you goes down, or with Alistair, you could enter the fade Killing his Ant, or end it killing Connor, or end it having her kill Conner or travel to tower of Mage’s to help him, in which you will have to do the Mage’s quest. If you do this you lose the ability to gain Blood Magic, but it’s the apparent right choice, its not so black and white because every option is the correct one, I first let Conner‘s mother kill him because I didn‘t know of other choice‘s, or rewards because there wasn‘t an apparent one. And after doing that I sat there going WOW. . . That just happened.
Moral Choice make better writing and better game play, the higher the stakes on the choice in an unknown outcome the better the experience.
I think they should get rid of meters that show Saint over Hitler, and make the progression invisible so you don’t instantly know if your choice was good or bad, making people think more about the repercussions of choice.
OR
Keep the meter but add more variables to it, balancing between categories on it. Fable 2 sort of did this it the good/evil and pure/impure this gave you the ability to make apparently bad choices, but it was there better of the 3 evil’s
One that comes to mind is from Fallout 3
Kidnap a kid and get a cure, or just kill the gang leader.
No one is at fault her the kid is innocent, but the people are suffering, what is the right choice, I mean there is no guarantee that they wont kill the kid, but there dying and kidnapping the kid will save them.
Hard choice and there’s not big pay off for doing ether one of them, this is an example of a compelling moral choice.
Another way to do this is perception of people around you. Dragon age sort of did this, but I don’t think it went far enough.
Do something to Help a Mage and the Tempers lose respect more me. Do a quest for one guy, but ****** of the elves. This was as I said done on a small scale with your companions, help a child out and Morrigan hated you. Threaten a nun, everyone hated except Morrigan. Your actions had an immediate effect on the people around you. The only problem was, it was to easy to undo the negative effect
The point is divergent paths and moral choices, with no other bearing than to make you think, are what makes games the medium it is.
Its all about the experience, and the evolution of gaming as a medium, dropping players into worlds that there actions have an effect on the world, and it’s a different effect for someone else who chose something earlier on but is unknowingly playing for it now. Being able to talk to people you know saying I made this choice and all this happened, and I made this choice and this happened, giving them the same experience, but through different perspectives.
We don’t have choice in games, we have the illusion of choice in game, at the end of the day no matter what we pick, we will still go and fight the big baddy at the end of the game. No matter what we do there isn’t a choice for “Nope I don’t wanna fight the end game boss, I’m going to set in a bar and let the kings number 2 choice deal with it.” The only game I’ve ever seen this in is Shadow Complex, were the chick gets kidnapped and you latterly just turn around and leave, ending the game.
If writers cant make a compelling story with divergent paths or seemingly divergent paths than in a game that could in fact use them, like Dragon Age, Masseffect and even Alpha Protocol, than they shouldn’t be writing for that game. Very few stories with no divergent paths are compelling
COD, Halo, Gears of War, God of War, and others are all very good games, but there basically.
This is why your fighting, now go kill things because we say to.
Dragon age and Mass Effect say This is way your fighting, go kill things, oh but than you find out you don’t know the whole story, or you find out that along the way is not as simple as just kill things and your than forced to rethink your actions based on how you want things to fold out.
Or what alliances you want, or what character you like. It shapes the game to become more personal to the player. More so than Halo or Gears could ever be, even Half life or Final Fantasy with there compelling storytelling, still fall short of making me upset, when a character I’ve invested time into dies, not because it was scripted, but because along the way I make choices that are coming back to bite me in the ass and now a character I liked is dead. It invest more into the player, and brings the player on more emotionally.
I was upset when I read my Gray Warden would not be the hero in DA2, why? Because of the time I’ve invested in his story, more so the time I invested in crafting his story and world, and not just watching the world of a prefabricated character.
I hope this helps you see why choice is a big deal
In short choice is a big deal because REAL choice is not picking the best possible outcome based simply on Money, stats , or loot. A choice is when you have two different thing of serpent but equal value and no reward other than your personal taste. A morel choice is something that has far reaching effects, and can shape the world and have consequences that will effect you. That will make you think or emotionally touch you in someway, out of anger, or shock or sadness or joy, or something else.
Choice is another way to tell a story a more human story, it draws the player into what other wise would be a this is why your killing something, now go kill it game. It forces you to invest and hope for the best.