I've been nerding a lot of MrBtongue content I hadn't already seen lately. He brings up a great point about how the best RPGs with choices in them are great because of how they simulate the game's world and makes it feel real whereas another brand of RPGs (and he uses ME2 as an example) has choices in it as advertisement and basically boils down to you playing 90% the same game where a 10% fraction of cutscenes differ often without clear cause and effect, like skipping Mordin's loyalty missions resulting in him taking a rocket to the head during Suicide Mission.
It made me think of what I've always liked about ME1. The feel that it was part a sci-fi simulator and a story-driven action/RPG. I think it's important to note actually. Use choice and consequence in your game in a way that enhances the user's immersion and the believability of it. Don't create arbitrary choices and don't overdo the choice/consequence aspect by telling the player it all matters or that the story is completely their own. In every Bioware I've ever played it's always been Bioware's story I was playing but I am given free reign to dress it up in my own way, but in the end the most effective use of this aspect is in ME1 moment to moment when I'm just having a conversation with an NPC, roleplaying my character and learning how these aliens think and what they're like.
I think that's why ME3's citadel content feels so incredibly shallow. There's no weight to any of those out-of-cinematic "support" conversations and there's no gratification in pressing "talk" and immediately getting some random war asset that I don't even know how works and some dialogue from the NPC I turned in to that flies past my head because the game doesn't even care what it was all about. And the quests that actually featured real characters and "story" were kind of unintuitive too, both in objective-design and how the conversations go. I saved the Hanar homeworld by flipping a few switches and interrupting some Blasto-wannabe, and some really cringeworthy inside-jokes on top of it? WHAT?
On the flipside one of the more fan-favorite things about ME3 I often see is the ambient dialogue on the Citadel. Personally I'm not a fan of how it was executed at large. Too static and done sooo much better in games like Half Life (even the original), Deus Ex Human Revolution and games where NPCs don't just stand in place and stare into nothingness or look at their invisible watch, but I gotta give it the atmosphere created on the Citadel through ambient dialogue was still great, and if you think of the picture without motion for a sec, each area has a great story that makes the Reaper conflict feel real and gives it weight.
That was one place where Bioware mostly decided "no, no cinematics and no choice. The player can see this happening on the periphery and know this is what they're fighting to change".