Brockololly wrote...
The issue is that most choices either ended in the same outcome no matter what and often weren't terribly convincing at even giving the illusion of meaningful choice or the choices involved the companions, so if you didn't give a crap about the companions, it doesn't really feel important. And then all the companions minus the LI end up drifting off according to Varric anyway.
Did you read the article? This is how they outlined the types of choices a player gets to make:
1. Flavor choices: "You're asking the player to make a choice, but either there is no 'real' effect, or it's immediate." (e.g. choosing whether to accept the quest to look for the runaway wife in Act 1)
2. Local choices: "You see a repercussion after the choice is made, but it's confined to the plot or the region the choice occurs in." (e.g. Choosing what happens after escorting Ketojan to the coast and running into the Qunari there)
3. Choices that "matter": The ones that you're talking about, like siding with Branka or Carridin, the Werewolves or the Elves, giving Isabela to the Qunari, or siding with the Templars/Mages.
It seems you're saying that only type 3 matters, but that's not necessarily the case to everyone. Types 1 and 2 provide opportunities for one to role play a character instead of merely an avatar, and I think that's a good thing.