@Valmar: I think BW both earned and lost respect when it comes to the element of choice. While I absolutely LOVE the concept of creating a series of games whose universes are effected by choice I believe the lack of planning [and respect for player choices] has soured my experience. Honestly it's not HARD to design in [illusion of] choice over the course of three games if you believe in what you're doing AND you're smart about it.
In their last couple of games [ME3 & DA:I] I don't see the level of respect for choice that I came to expect. Leliana, plenty of ME3 examples, etc. basically just showed us that allowing choice just wasn't that high of a priority in the design & implementation of the games. When the devs allowed choices that got in the way of how they later decided they wanted to tell the story they just opted to ignore the complicating choice.
While seemingly ignoring choice once or twice would be forgivable the simple "fact" [well my opinion] is that a pattern of ignoring player choice has developed and I'm not willing to give BW a pass on it.
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Devil's Advocate: I believe you're right about one thing but may not have stated it in the manner you desired. I don't think that technology is our problem but it's how games are developed that's the problem. As far as I can tell even connected games are developed one at a time and [mostly] in isolation from each other with too little thought how the game you're making NOW will impact what needs to be done later.
What we need is a paradigm shift similar to how Peter Jackson made some of the Middle-Earth movies. To simplify my argument we need to make a series of games "all at once" so-to-speak so we can iron-out problems in one game before they make it "impossible" for the followup game(s) to build upon.
I will also give you the BW should ABSOLUTELY be given props for trying to do choice right. That was super important and was revolutionary in terms of setting expectations for what I want to see out of future series of games.