We need standard definitions if we're going to have meaningful discussions. It's a mistake if they're trying to make roleplaying games.
If they're trying to make interactive novels, then it's not a mistake.
You speak as if game design is a perfect science. It isn't. It's a malleable art form like any other.
Strict definitions are nice when defining things, but not when critiquing them.
That's absurd. How could we compare games or across different eras (or different media) without a consistent standard?
We compare aspects of games to each other. I'm not going to critique Skyrim for not being like Halo, but I can critique Skyrim's characters for being less charismatic as Halo's. Newer games might be less open to roleplaying room, but are more visually engaging. You don't have to like it, but that doesn't make newer games worse.
Unless I'm criticizing objective facts. Like how it's not possible to know what Shepard is going to say until after the dialogue option has been selected.
That's not an objective fact though. It could be argued that the mystery behind the options makes the dialog more interesting because it's a surprise. I'd never argue that because I don't believe that, but that doesn't make the criticism any less subjective. At the very least you could consider opinions that oppose yours
potentially valid when addressing them rather than dismissing them as sacrilege.
You can dispute whether that knowledge is important, but not whether it is available.
That's what I'm disputing: I think your assessments aren't valid within the context of Mass Effect (and somewhat for BioWare as a whole) because the series clearly isn't trying to conform to your strict standards for an RPG.
Priorities aren't binary.
This one is. Either BioWare wants cutscenes or they don't. Either they want to have visual flair/storytelling or they want to leave it up to the player to imagine the events. You could argue that BioWare would be obliged to add cutscenes to the big story moments regardless of their priorities; however, BIoWare included cutscenes for a wide range of story content, large and small. Accepting that, it seems reasonable to assume that the static conversations were used as a result of the restrictions imposed by the larger world.
I don't care why they did it (partly because others' motives aren't knowable). I care only that they did. I judge the game for what it is, not what it was meant to be.
One can infer motive by observing the result. The fact that there are cinematics for scenes outside of big main story events in DA:I and that BioWare have prioritized cinematics in the past, I can safely assume that BioWare more than likely cares about cutscenes now. But you're right that games should be judged as they are. However, discerning intent is important when discussing sequels and requesting new features. If I believed that BIoWare were trying to eschew cutscenes from their game entirely as part of a new design imperative from the company, then I might be more amenable to the idea and suggest options that attempt to work within that ideal. Of course, I don't think that's the case, so I will continue to urge BioWare down the path that they're going and ask that they keep up the cinematics.
Yes. In my opinion.
I don't think pacing is the developer's job, except to ensure that there's enough content that the game doesn't go too quickly (like in KotOR).
And many feel otherwise. Personally, I think it's a safer bet to provide consistently paced, crafted material, as it's easier to lose an average player to disinterest than lose a roleplayer to too much hand crafted gameplay. However, I think it's wise for developers to play to their strengths and BioWare's is clearly guided narrative. To many, DA:I's structure was jarring: unless you're a hardcore roleplayer like yourself, it's pretty hard to ignore the vast difference in quality between main quests and sidequests. Therefore, I feel it's only reasonable that BioWare focus their efforts on the good driven content they can clearly make.
Games that focus on just one combat style tend to aim for difficulty. But I don't find difficulty valuable, especially if it interferes with the ability to play suboptimal builds.
I'm not talking about combat style or difficulty, I'm talking about general design. I honestly prefer DA:O's combat simply because it was a tactical RPG that knew it was a tactical RPG. It's not the best of its kind, but at least it had customizable tactics, a large hotbar, and some interesting ability combos. It seems like DA:I tried to make the combat more actiony, but didn't go all the way. To me, the combat is left in some dull limbo.