I honestly think that people feel like they had less choice because the way choices were presented was not as appealing as it should've been.
By that I mean, when you look at a game that "feels" more choices were given to a player like Mass Effect 2, well when you look at it really carefully, the base structure was linear, with "flavor" choices that were very well integrated to the game.
Let's take for example the loyalty missions. Loyalty missions in ME2 had a renegade and a paragon counterpart. Finishing the loyalty mission, regardless which side of the coin you decided to go, didn't really matter in the end: if you finished the mission, you had your companion loyalty and that was it.
The thing is, the missions were fun, good and felt engaging. I believe that the core problem was that most of the quests or subquests weren't polished enough to feel engaging in DA:2. There were some quests in Dragon Age 2 that felt unfinished, or needed more bling to be appealing.
When you look at Dragon Age 2 from a dungeon master's perspective, you get that kind of feeling that you're being led by a dungeon master that's not very experienced. I mean - a good dungeonmaster will lead their players into his/her storyline while keeping them under the impression that they are running the show (yes, the illusion of choice). I believe that contrary to the better Bioware games, the illusion of choice was not concealed well enough in DA:2.
Modifié par Miashi, 25 mars 2011 - 10:49 .