To this I would counter then that the dislike you have towards Mass Effect/cinematics could stem from the inability to compartmentalize what's happening on screen with what you imagine to be happening, similar to your outline regarding character concepts below. We can rationalize anything away if we try hard enough. But again that rather removes the point of the experience.
I was wondering if you'd notice that.
Using DA2 as an example, I genuinely disliked playing that game, but I think it does a good job of offering me the tools I need to roleplay. The largely directionless plot, combined with the unreliable narrator, was perfect for headcanoning.
However, that rendered the actual playing of the game largely pointless, as nothing I was doing was relevant to my character's actions. Combine that with the worst party-based combat BioWare has ever done, and playing the game was awful.
But I still cared about my character, and my headcanon was compatible with the Keep and DAI, so in hindsight I enjoy DA2's narrative. It just wasn't a good game.
With the ME games, with their far narrower plots and fewer options to do anything, I didn't really have anything to do with my character without just writing everything myself. The only enjoyable part of any of the ME games was exploring the uncharted worlds and driving the Mako, because that was the only time I got to do anything in response to the game world without being told what it was I was doing.
I can ignore the on-screen events, but I don’t find the setting or events interesting enough to bother.
What MEA should do to avoid this is not have a Kill Foozle plot. Kill Foozle plots are inherently linear. All games will Kill Foozle plots suffer for it.
BG remains my favourite BioWare game largely because the Kill Foozle plot was disguised for much of the game. NWN was a series of short-term goals (much like DA2), so it also ranks highly.
cRPG's provide two benefits: a (very rough) simulation of a tabletop campaign and the ability to engage in solo play. With this, I'd argue your approach removes much of the point behind the former, in which case there are better alternatives out there than cRPG's.
I do read tabletop sourcebooks recreationally. I've been collecting them for about 25 years.
I play CRPGs because they do much of the work for me in showing me the world and keeping track of details.
They're limited in so far as a player that you want to express these ideas. That is a key benefit of pen and paper. Anything I want to say, I can say. Any action I want to take, I can take. There may be consequences for them, but I have the ability to conduct any action I can think of. It doesn't involve maneuvering around 2-D pixels of Baldur's Gate, believing the characters are having deep conversations, despite their simply standing there repeating "Go for the eyes boo!" etc. That's about as far from tabletop as it gets in terms of design.
The point of the visual/gaming component is to provide that aspect to bounce your actions off of. If all I was interested in was the setting, I'd just pick up a campaign setting, read up on the lore, and imagine these stories in my head. It would certainly be cheaper (and more efficient) than a c'RPG.
I completely agree with this.
Perhaps my character wants to explicitly display it. It's not exactly uncommon for people to want more dialogue options than those extremes, hence a huge negative that doesn't exist in pen and paper.
Our ability to control intent and tone (in the silent protagonist games) helps with this a lot. I can have my character express things the writers may not have foreseen.
And if the NPCs totally miss my point, well, that's just like how real world conversations work. And it adds a layer to my character's assessment of the NPC.
I do find that characters tend to grow more misanthropic as the game progresses. That probably says more about me than it does about the games.
And even if what you're saying is true, I don't need the game world. If my only desire was simply to have it all occur in my head, without the ability to actively express these concepts, a Word document is far more liberating than any video game could manage.
And more work.