Rannoch and Tuchanka aside and smaller character moments, Mass Effect kinda set itself up for failure in terms of the "choices matter" mantra and I think it's easy to point out why. It happened again with DA:I and DA4 will probably be proof of it:
Bioware, your choices are too big and epic in size and cause/effect to ever feasibly follow up on.
Who will become the new divine in DA:I? Well, it probably doesn't matter because that's such a big change that affects the world itself in such a big way (when DA4 skips to 10 years in the future) that you're relegating it to being a cameo or reference or a meetup with whoever is Divine and hear her whine about how hard it is to be Divine.
The best biggest choice/consequence in the franchise was killing the council in ME1 and seeing it reflected upon in ME2, but not ME3 because it just created a new carbon copy of the council. In ME2 you hear everybody on the Citadel reference how humans are cruel and unwanted because they killed the council and it's hard to talk to any NPC without hearing their opinion on what you did in the battle against sovereign. It's strictly dialogue and references as opposed to plot-influential (though you can become spectre if you saved them!) but it's well done and thoroughly handled.
The best and most impactful choices were the little things, like saving Maelon's data or rewriting the heretics. Note that none of these were ever made out to be world-shaking, and that's my point. It's very easy to think up a big change as an idea, but it's hard and tons and tons of extra work you create for yourself for when you have to explore that change in detail, let alone when there are two entirely different outcomes that need equal treatment.
If there is plans for future Mass Effect games beyond Andromeda, avoid these world-shaking choices as they are impossible to address right later without relegating it to strictly references and cosmetic changes.





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