This is my main beef with video games since the previous generation. You know this feeling when the game supposedly gives you a choice to spare someone or kill them only to show you that no matter what you do, that person dies anyway. Is it really that costly to create new scenarios influenced by your choices? Or are the publishers like: "don't allow meaningful choices, our focus tests showed that 99% of people went for the A option"? I really want to know, is it really that costly to create different sub-scenarios after players' choices? The Witcher 2 showed us all that it is possible to not only create different story branches, but also whole different acts altogether (along with different environments). Why are so few developers doing it nowadays?
In the original Deus Ex, there were so many variables, that even almost a decade after finishing it, I'd see something that I didn't think was possible to achieve in the story!
Or take game endings into consideration. Some games indeed have different endings and you have some illusion of choice. You can choose whichever one you like, and it is just a matter of reloading a savegame to choose a different one, instead of having them dynamically permutating as you go through the game and excluding one another. In the latest Sherlock Holmes, even if every case has 5 or 6 different outcomes, each with 2 different variations of endings, so 10 endings per case, you can - upon choosing one ending - choose whichever one you want how many times you please.
Then there's the matter of "RPG elements" where you supposedly have separate trees but over the course of the game you end up having them all and thus eradicating any specialization element and thus replayability. Do you remember how unique were choices that you made in System Shock 2 that basically put you in separate classes with gameplay that varied wildly between them? Now it's all but gone.
The very worst thing is, all of the above apply also to a number of modern RPG games.
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