Humm. . . Had to ponder a response to this one. .
Ok I saw a few titles come up during this discussion, Rainbow 6 Vegas, Far Cry, etc. . . Yea I know I'm leaving out the ones that keep popping up like COD, Halo, and the like.
I have a tendency to be of the opinion that customization is more RPG element to say the least. You are after all setting up your 'costume' to role play the environment in a way you desire.
(if anyone has gone to one of the IRL events they can be quite fun. . . I'm thinking of a particular event that occurs every year up in Shakopee, MN and had folks dressing up as whatever they wish from mid evil times? Anyone anyone? Has thow not heard of the Rennaissance Festival?
)To compare (for those patient enough to read though. . . )
Rainbow series has had quite a colored history and along it's development lines, it combined multiple elements FPS / TPS including strategy in the early games. (which hardcore fans loved, but these folks also hated when the Vegas series came out. Fans also dam near made some sub titles of the series nearly impossible to play since the AI had a quicker reaction time than a normal human on upper difficulty levels! Vegas streamlined it and took out the strategy part, relaxed the AI a bit by redefining their ability to detect and react.) Still the series has a very linear, and small storyline to each from what I recall (depending on the title) with the main focus being the battlefields. Missions also had varying linearity to them as well, some titles had multiple paths to goals, others didn't. But folks were dropped nearly right into the battlefield from mission to mission. GRAW is also similar in scope to my understanding. Still depending on which title these series allowed for varied customization of weapons and armor.
Far Cry, Far Cry 2, Crysis, Crysis 2 (Crytek btw. .) was a tad different, and the routes or paths on the battlefield supported more non linear or 'sandbox' solutions to players on battle fields (allowed tons of freedom in playstyle, you could go sneaky, you could go hardcore and get personal with enemies. This all centered around the AI's skill sets and arrangement of 'awareness' - 'switches or triggers'. The AI for the most part in each of these games shared there 'awareness' and were for the most part linear in their reactions. They all shared their 'search mode' reactions for the most part. And player pathing was really wide with what route you took from point A to B to finish.) In other-words while the storyline remained linear in scope while the battlefields didn't. . .
In reality it all has to do with player involvement. (is the dev team deciding what I have to wear, carry, how I have to act. . . etc) How 'involved' or 'aware' is the AI and the like is also a concern.
Now here is where I think ME comes into play. . . In ME 1 you got a lot of nonlinear elements with some linear elements. The storyline and some of the battlefields were sandboxy in nature. Players involved themselves with weapon mods, skillsets, teammates, and armor choices. Chapters within the story was non linear with their pathing (paragon - renegade) and with cut-scenes were
involving with visual and audio cues too! Wandering the galaxy for the most part was non linear, and so were those drives - battles involving the Mako. . . (you could always fight or leave at anytime you wanted.) On foot, in battles concerning the main storyline it was a different story though.
*whew. . . wipes brow* Yes yes I know I probably left some things out. . .

ME 2 streamlined some elements and reoriented others. But this is due to the way the varied mechanics that were applied, upgraded, downgraded, or scraped to the pixel wasteland! ME 2 did remove the huge rewards (in lootable gear, but put in place some attribute modifier awards for abilties or guns.) due to the inventory issues folks were having with ME 1. ME 2 did bring to the table some beautiful work in costumes for the squadmates and optional modular - rendered (with mods for player attributes!) armor for the player to use.

Freedom to access and manage inventory was cut from battlefields as well. Background pictures were still there but hidden by the foreground elements in varied degrees (and gave the feeling of a dirty, nasty, dusty Omega or a cleaner yet busy Illium. Yet some beautiful backgrounds could be scene from time to time in the open vistas during the mainstory, or on some planet sidequests.) Skillsets - ablitlies were cut down in scope but were still adjustable and weapons different and had flavor or feel to them. AI was given a bit more flavor too. . . Mechs reacted like mechs, Bluesuns took cover when they were 'switched / triggered on', and the like as far as the AI is concerned. The Hammerhead was well. . . a step back (linear vs non linear gameplay) a bit but that
(I again humbly believe,) was due to the major cutback in pathing. (Pathing = Hammerhead missions were guided to objectives by tall walls, platforms, etc. And players couldn't exit the vehicle by their choice.) These are all story elements, enviroment, backgrounds, foregrounds, characters
+ there varied reactions, cut-scenes, and planets. . . and both games (ME 1 & 2) involved the player by
deepening their experence in my humble opionion. 
Egads. . . lol
Thee bit to windy with thow words. . . Anyway I do agree with the OP that customization of weapons would help the player further 'involve' themselves in the experence I will humbly call Mass Effect. Addition of silencers, or optics, and the like kinda depends on how the lore of these guns work. I agree that it would be really nice to have a swapable sight (maybe allow the old cross hairs to be swapped for a simple circle with a aiming dot (that widens like in ME 1 as the gun gets unstable,) or even the old reticule. *dreams*,
all in TPS!) or laser sights. *whispers* or even minaturizing the heavy weapons into
rendered working attachables . . .
Hey I like to look at that lovely armor the development team came up with! Besides that heavy . . looks HEAVY! I also liked the disk grenades from ME 1 too. . .

*whispers* I just wish I could buy the heavy weapon ammo or grenades at a vendor from time to time . . instead of hopeing some one drops a nade or there's more than one HW box on the map. . . (it's the reason I did not use either very often, if at all. . And I've been playin on the HARD Difficulty! Doing what old Kal'Reegar calls bug biteing!

) Yea ya can take down the ME 2 boss at the end with ya vanella AR, SMG, SR, or Pistol, it just takes a bit more time!
Kudos to those who read this long post! I'd reward ya with a cookie, but thow hast none. . . not that it matters anyway . . . ole compy would zap me or just get upset if I started stuffen them in the USP port! *kidden*! 
Egads I need to get back into the ole job market. . .
Oh. . . one more thing. . . hi 5 to those who read the postings . . . . it takes a bit . . . but it can be done!
Modifié par Element_Zero, 31 décembre 2010 - 08:06 .