No games tend to have choices that completely alter the game-play, but DA2's main issue was that you could make a decision and the game showed almost no acknowledgement of it at all. The consequence was so minor it didn't actually matter which option you chose. This was especially galling considering you could use blood magic in front of Templars and they are completely okay with it, despite their extreme attitude to even normal mages.
Fallout games are not perfect in this regard, but they do tend to have a lot more freedom and reactions to your choices. If you consider New Vegas for example, if you keep helping certain factions then there will be a point where other ones will not like you. Push it too far, they will try and eliminate you.
Or if you sided with a certain faction, you could forge peace between them and another, but if you chose the other, they wouldn't have the option because it'd conflict with their nature.
Example:
NCR you can unite Brotherhood of Steel, and the Followers.
House will not accept either, and in the case of the former, you *must* eliminate them.
The Legion will not accept either, but you can have the Khans supporting you as well.
These decisions are not a case of a single main quest where you pick sides, but an ongoing series of events throughout many side missions and main quests, as well as your attitude and method of completing a mission.
It does have flaws, but the decisions have a much larger impact. Just look at all of the ending options on the Fallout New Vegas wiki, it's actually quite impressive all the paths that can be taken.
Terrorize69 wrote...
Tbh, we don't know how any of the options in DA2 make a difference untill DA3 is out. We know how they affect the small picture, but no idea how they fit on the larger scale of things.
Small choices in DA2 COULD have large consequences in DA3.
True, but people said that for Mass Effect 3, and it never happened. There was so much optimism and excitement about how the decisions would affect the finale, and then it turned out that the "major consequences" that an import was claimed to have were pretty much non-existant. A line of dialogue here or there, or maybe a character who lived talking to Shepard briefly, where they wouldn't be there if they'd died.
Nothing important was carried through or made any significant difference. Which wouldn't have been an issue, except Bioware frequently advertise their games using the idea that you could "shape the story", which is a very large exagerration in my opinion.