voteDC wrote...
Illusion of choice is often as powerful as real choice.
Take another choice based game in "The Walking Dead." Ask most people about the choices and they'll be able to talk about them for ages, yet they don't amount to anything significant either. Episodes are always going to end pretty much the same way no matter what.
Yet that didn't bother people, they didn't see it, because TellTale had crafted such a wonderful illusion of choice.
People did see it, and it did bother people. It bothered me especially; after Episode 3 I texted my friend saying, "Am I crazy or do none of my choices matter? I'd end up in the same place with the same people no matter what I did." He texted me back, "Nah, that's pretty on the money."
Luckily Walking Dead told it's narrative well enough to cover up the fact that choices were superficial and temporary in scope.
That is what Mass Effect 1 pulled off so well, with Mass Effect 2 perhaps doing it even better, they offered the illusion of choice.
Did Mass Effect 3 have more or less auto-dialogue than the previous two games? I genuinely don't know.
What I do know though is that Mass Effect 3 made me notice that auto-dialogue, it shattered the illusion.
When talking about choice, we should also separate dialogue wheel tone from action. Mass Effect 2 was the best, I felt, at integrating tone into dialogue wheel options in such a way that I felt I had the most control over Shepard's personality. Mass Effect 3 wins in empowering me through my actions, their scope, and the vast difference my actions made on the state of the galaxy afterwards.
The dialogue was so terrible in ME1 that I couldn't really appreciate differences in tone. Aside from that, there were less opportunities to empower me through my decisions, though they still existed in cases like the Rachni or abandoning the Council.