Ziggeh wrote...
Yeeeahh, not really what I asked?
I'm not questioning the shortage of meaningful, interesting decisions, I'm questioning your definition of "reactivity" as you appear to be applying it subjectively to support your assertion that DA:O did it "better".
Can you give us a specific example of how it was done better, that doesn't have a comparative example in the three games you mentioned?
The whole landsmeet and subsequent dark ritual decision branches felt more reactive than any passage of DA2, ME2 and ME3. Except Rannoch, maybe.
Based on my choices in the Landsmeet and the Dark ritual I could:
Kill Loghain or join him, with Riordan's input and Alistair's protest (NPC reactivity)
Kill, spare, imprison or exile my fellow Warden companion (Companion reactivity)
Determine the new king of a country or become myself one (world reactivity)
Do or do not the Dark Ritual, altering (or at least that's what it looked at the time) your own fate, the fate of your relationship with Morrigan, her role in the upcoming events, and the way to end the war, with sacrifice or not, also indirectly granting you the option to decide who dies killing the archdemon (that's plot, world, npc, and companion reactivity)
Nobody becomes a conformist with that series of decisions, worlds shape, plot changes, npcs react and companions live or die.
You won't find Alistair saying "Fine I'll fight at Loghains side"
You won't find Morrigan saying "fine, don't take the ritual, you're right, it's for the best"
The old god baby is not born regardless of your choice
If you don't do the ritual, you stay dead.
And there's exclusive content with the branching path: Loghains company (although, I felt Loghains quickness to respect you a bit forced. That's why I was talking about writing bending to the player's will. That I saved Loghain doesn't mean I like him, or that he should like me.)