Regarding the topic:
I agree it gets tiresome to have NPCs always tell you how great you are. At the same time, Bioware's latest games deny me the kind of gratification I'm looking for, as far as it doesn't come from simply doing stuff in the game. Here are my two sides of this coin:
(1) The gratification that exists...
....for me, lies mostly in simply doing stuff in the game. How I do things in the game depends on how I envision my characters, which goes into the decisions they make in the games. Whether or not I'm applauded for a decision, my characters will usually stand by them because they're the best decisions from their point of view. In fact, these decisions would feel much more authentic and believable as part of a story if not everyone was always happy about how I do things, because that's just not plausible. A reaction somewhere between "It's not how I'd have done it, but you're the boss" and "I can't support this. I'm leaving." should be possible in addition to the agreeable options.
Would this be enough? Almost. It could be, if Bioware wasn't so determined to make you lose something important in the end...
(2) The gratification almost always denied me...
...would lie in acquiring something for myself (speaking for my character of course) in the course of the story, that I can take with me if I leave the story at its end. Bioware's characters often acquire some special trait, power, knowledge or item(s) in order to complete their mission. If that's taken away at the end (speaking only for myself), it nullifies all gratification I may have had from simply doing stuff in the game. Had I not acquired that "something special", that would be fine, but having it, and, at the end, being denied it as if you were only a tool of fate, to be discarded when your job is done, that's insulting.
Some examples:
In the ME trilogy, Shepard acquires the Cipher, which enables him to understand Prothean communication, and unique cybernetic upgrades that turn him into a kind of super-soldier.
In Dragon Age: Origins, the Warden acquires unique Warden powers (granted, they're as much a curse as a boon, but still) and the fiefdom of Amaranthine.
In Dragon Age 2: Hawke acquires a nice estate in Kirkwall, the ancestral home of the distaff side of his family.
In Dragon Age Inquisition, the Inquisitor acquires political power and a magical power that enables them to close rifts and walk into the Fade.
I observe that none of these protagonists is allowed to keep anything of all that (some lose it by dying), except that DAO's Warden stays a Warden. People telling me how great I am doesn't mean much in the first place, but in the face of this it's like an insult of the story.
Meanwhile, the kind of gratification I'd like to see more often is exemplified by DAO's Witch Hunt story arc for a Warden who came to love Morrigan and followed her through the eluvian, and by later hearing he's looking for a cure for the Taint. Why? Because rather than denying you what you acquired in the course of the story, it's enhanced and used to create an interesting future, and you're in the company of another person who's special in her own way. In short, I don't need everyone's regard, I don't need political power unless I envisioned a character invested in such a thing, I'm quite ok with becoming anonymous again in the end. What I don't want is to become normal again in the end. Give me that, and everything else doesn't matter much in terms of gratification. Deny me that, and everything else doesn't matter much either.