The problem with the Witcher 2 then would be that it features splits in the story and you make choices that affect the game. It wouldn't work for my thesis on how to create the illusion of choice. Thank you for the suggestion though : )
On another note, I was considering slapping together a survey of sorts regarding people's experiences with Mass Effect's story. Question is, how do you all gauge the probability I would get enough data from these forums? Do you all consider these forums active enough to get enough people to fill out a short, 5-10 minute survey (because, heck, who'd fill out half an hour worth of questions)?
Any video game that has "Choices" as a big feature is bound to have illision of choice. Everything the player chooses are choices that are tailored beforehand by developers.
In your project you can write about the nature of emerging player stories - like the way choices, AI and freedom of player movement in open-world games like Fallout, intersect to form a "story" that is completely unique to the player - and the nature of designed choices and variables that can determine a set of pre-set outcomes in a literary narrative like in Bioware games.
In the Witcher 2 we're talking about the latter kind, the one where all choices and consequences are practically "artificial choices" the developers have designed for us to make but they affect which sides of the game's content we gain access to and it creates the illusion that we're forming our own story. The same goes for Mass Effect.
The reason why the Bioware/Telltale kind of "choice/consequence" has become popular is because the way choices change the game is not just about the player leveling up or getting a nice weapon, it's about letting us explore different themes change the tone and dramatic beats of the game.
Technically KOTOR and Baldur's gate popularized it I guess.