Choices, decisions, conversation tactics are all available in RPG games; the least being to be able to select a different path to complete objectives/missions. Script, implementation, story bend, characters, etc all play an enticing role in decision making. Games such as Dragon Age, Mass Effect have garnered acclaim for in this aspect; while Deus Ex HR and the Splinter Cell series present a rather basic but fundamental choice to gameplay i.e. stealth or guns ablazing.
While choices within a single game are numerous and different as compared to the next game; one field remains untouched still : Choices and decisions made in one game carrying on to its successor, its next chapter. Ramifications, consequences, results, failures carried to another chapter of the experience; in this field, gaming has been less experimental with quite a few tactical problems such as:
a story which has the ability to bend and mold itself to the psyche of the gamer , player experience playing the original game or not having played the initial game, level of diversity on major choice making in the initial game; the game would be huge with not two but half a dozen different storylines. These are but a few mentioned problems problems.
A direct comparison for this feat to be accomplished should be with novels. It sounds a little strange a comparison, but a series of novels is a simple continuation of a tale and experience with choice being carried from the initial book to the next, the choice being that of the characer of the author. It would be a great experience to see the choices, big and small, unfold in a storyline in which the gamer himself makes the choices and not only following the restrained path set by the restricted AI. The gamer will experience freedom in a world which isn't even his to begin with. That would be exceptional gaming!