I'd say the ME1 sidequests definitely had atmosphere, just look up in the sky on those many barren worlds and look at the planets or stars.
That's the point. They are *barren.* Apart from Virmire, there's hardly any diversity with these planets apart from the odd blizzard ones. Usually they are just randomly generated golf fields with different textures.
. And they also had their share of dialogue. But with regards to dialogue ME2's sidequests rarely had any dialogue at all.
I consider anything that isn't vital to the main quest a side quest. So really, ME2's recruitment missions > that ME1's side quests and recruitment missions. Though Therum was an awesome lava planet.
And while ME3's sidequests like the missions on Tuchanka had dialogue, how much of that dialogue was really meaningful?
In what way? Sorry, but that's a bit too ambiguous. What constitutes "meaningful?"
Now correct me if I'm wrong here(it's after all been about 8 months since I last played the game) but most of the dialogue is just auto-dialogue
Apart from Priority Earth; the auto-dialogue is one of my biggest issues. Though, to be honest, the auto-dialogue is pretty balanced with the choices you make. I'd say there is TOO MUCH, but only for the fact that ME3 is supposed to be an RPG. And my idea of what constitutes an RPG weights *heavily* on dialogue. Non of that bloody inventory/skill bull people keep coming up with.
Anyway my point is that auto-dialogue isn't very engaging and when you have a weak story to boot, the sidequest isn't all that engaging in itself. This is definitely one of ME1's trumpcards since if there is a conversation you'll have something to do.
A lot of ME3's plot wasn't all that weak. It was inconsistent though, that's the problem for me. A lot of issues arise with plot-holes during the end; and others because there would be no story without them.
ME1's story wasn't fantastic either. I've always seen BioWare as making great games out of mediocre plots from day one. Their best being DA2's if it wasn't rushed as all hell. But that's my radical, FAR AWAY FROM THE NORM, opinion.
As for conversations... well, that's another topic altogether :-) for me, it's not what that choice will impact; the importance comes from the choice itself. What allows me to roleplay is the choice; not the consequence. Consequences are pretty cool, of course, but they aren't the core of roleplaying. For example:
What says more about Shepard? Letting the Rachni live, or that choice actually having an impact? As a roleplaying game; the former. But for a game where choices are supposed to have an impact; the latter.
But as I've said. that's a 1000-year old debate. And we've debated long enough, no? xD
A final mission taking our warassets into account and allowing us to make real missionrelevant decisions would make this game a favorite.
See the draft for an example what could have been.
You awesome, awesome (wo)man. It's sad and oh so beautiful at the same time xD