ME (and RPGs in general) is in a different place than most fiction as the outcome of the story, the motivations behind the protagonist, and so on are up to determination. They are not simply stories to be consumed, they are storied to be shaped.
That's the problem though. When it comes to Bioware games, the outcome of the story is pre-determined because your choices are rooted in the gameplay rather than the narrative. Making a 'good' or 'bad' decision in a Bioware game does nothing to change the way the story is told, it simply provides either an easier or harder gameplay experience. Sometimes it may change the epilogue but it never changes how you arrive at that point, it doesn't change how the world reacts to you and thus Bioware worlds feel static as a result.
Take Inquisition, for example. Whether I put Gospard or Celene on the thrown makes absolutely no difference to the story moving forward from that point. If anyone has played The Witcher 3, compare this to how CDPR wrote The Bloody Baron's Wife. Without going in to details and inadvertently giving spoilers, you're faced with a moral choice. To put this in Bioware terms, do you take the Paragon choice, stick to your principles and help the innocent at the cost of lives, or do you take the Renegade option and sacrifice the innocent in order to gain information you need to find your daughter? How far will you go? Will you sacrifice your morals? Will you remain principled and find another way - because you can find another way later in the game.
It's far more nuanced than simply being 'the good guy' or 'the bad guy'. The choice you make doesn't make the game any easier or difficult so the choice you make is yours, based upon your morales or the way you wish to roleplay the character. Bioware games take that morale choice away from you, reducing 'good' or 'bad' choices as easier or harder final battles. It's a lesson that Bioware could, and really should learn from CD Projekt Red.





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