What Bioware has become known for is weaving choices into a fairly
linear story to give it a varied experience. For instance, you couldn't
have the option in DA:O of slaying the Archdemon, then challenging
Loghain at the Landsmeet, then gathering the treaties. That would make
no sense. But we were given options about how to gather the treaties,
how we treat Loghain at the Landsmeet, who we want to crown in his place
and how to approach the problem with slaying the Archdemon. These
choices have in-game consequences, as well as the fact that they offer
endings that can result in a slightly (or even a greatly) different
story on each playthrough.
So do you think Bioware's fanbase
wants plot decisions that are refelected in game? Or would a
sufficiently excellent story on the rails, with the option to romance
who you choose, be more in line with what the fanbase expects?
I think, with us providing a taste of player reactivity with character imports, BioWare's fanbase may be shifting towards wanting improved player reactivity. It's certainly a vocal component on the boards anyways. A lot of fans in Mass Effect were disappointed that they didn't receive the level of reactivity that they were expecting. Maybe that's an issue with messaging, and possibly we could successfully move away from. But even here there are fans that are stating that they feel that if we aren't going to do Old God Baby or other choices in an appropriate way, it may be best to do focus on something else entirely.
At the same time, there are people that really want to know what happens to the Old God Baby (it is a cliff hanger so this is fair). But I am wondering if maybe we painted ourselves into a corner a little bit with people insisting that we not ignore the choices that they made in previous games.
I don't know how many people typically replay games though, so I do think that if we were able to create a completely linear story that did such a good job of the illusion of choice and led the players in such a way that they felt that they were truly driving the story, it'd probably still work really well for a lot of people. (Deus Ex did this really well with it's narrative, IMO).
Before DAO I would have probably said the latter. Even the Mass Effect games I felt weren't really all that reactive to player choice. It was mostly the assurance/expectation that (at least by ME2) the choices would eventually be reflected. But DAO came out and had pretty decent player reactivity. It had the epilogue slides. ME2 came out and it was pretty easy to get endings that played out differently and so forth, and I think that really made a lot of fans take notice.
My problem is wondering if I'm overstating what I read on the internet though. Based on that though, I think player agency has become more important and it'd probably be better to focus on that than a long, mostly linear campaign.