As long as you guys mean "AAA" industry when you refer to gaming industry, these discussions on choice and consequence are fairly accurate.
For example, I remember one benchmark for CnC was the 1995 Playstation port of Tactics Ogre: Let Us Cling Together, which (spoiler) was a game inspired by the "ethnic cleansing" in Serbia, and where you could genocide a town in order to artificially create a basis for war for a cause that was like "theoretically" in the right but would never win without something like that to support them. A game which predates Bioware's entire existence, and which is actually based off an earlier iteration of the same ideas apparently in Ogre Battle: March of the Black Queen.
Although yeesh I voted no to that, which of course makes Vice your enemy no matter what you choose and ultimately he was hanged and er yeah that was quite a game.
You could do other things like after your sister acceded to the throne, kill her in battle in order to have yourself accede right after and obtain the all powerful "Lord" class.
Moreover, categorizing Bioware as a CnC company is a bit well.. I mean their early games were like Shattered Steel and MDK2 which were just mech and space sim fighters, I'd view their "Moral dilemma" thingy as more an outgrowth of licensing and making D&D games and the tabletop systems, which had a Law/Chaos Good/Evil alignment system built into the game, and which in turn was partially based on Moorcock's Law/Chaos concepts in the Stormbringer series.
I think actually Bioware games just tend to be more honest about the fact that they have a bias in the CnC process, which I mean, wasn't at all obvious when Flaming Fist mercenaries would gang up on you and every important NPC for power upgrades (Dwarven smith in BG2, etc) was good aligned.
Once they moved away from straight 2e D&D and 3e D&D stuff with KOTOR, JE, ME, and DA it was all kinda the dialogue wheel or some kind of dark/light system which was vaguely tinted with moral CnC but was more of an on-rails kind of experience. The popcorn version, if you will.
Likewise, I think TW series, while clearly evincing a preference for making compelling CnCs, is also descending from just kind of the generically grimdark antiheroic ethos of TW books, which, despite not being interactive, tend to involve morally gray actions and consequences.