Thaius said:
Nope.
The problem with that typical WRPG model where you get to make all the big decisions and dictate the protagonist's personality is that the more control is given to the player, the less control the developer has over his story, characters, and world. Bioware overcomes this more effectively than most, but the effect is still there. By giving creative freedom to the player, you limit your own. If you want a developed, complex character, feel absolutely no obligation to include dialogue choices.
Most of the greatest interactive stories ever told had little to no dialogue/character choices (various Final Fantasy games, Prince of Persia: The Sands of Time, Beyond Good and Evil, Shadow of the Colossus), because they had full creative freedom over their creation. If you need that for your vision, don't give it to the player.
EDIT: Unfortunately, large amounts of cutscenes and dialogue are being seen now as lazy, bad game design, but that's incredibly stupid. Essentially, it amounts to the idea that video game stories are only good if they take full advantage of the medium's unique properties, that is, interactivity. That a good story told without the interaction of the player is actually a bad story. It's stupid, it's bad aesthetic understanding, and it's painfully obvious exactly how much so if you try applying it to other mediums. So don't worry about it; haters gonna' hate, but you're in the right here.
I wouldn't say that adding player choices takes away from the writers creative liberties. The fact of the matter is every part of any game has to be scripted and good writing is good writing. If I make a game where one of my choices I offer the player is whether or not to pull the plug on someone in a coma who was a witness to an event, I could script it so that if they pull the plug some dialogue options could harbor resentment from some of the NPCs. However, this also would result in currency or some small immediate reward come towards the player. (I would probably use story benefits and not resources as the reward but resources are viable. For example, having them be in this state is risky for some reason like they act as a living beacon for "the bad guys" to follow or something.) Now, if you don't pull the plug:
- 20% chance the victim wakes up later in the game at predesignated time. (They end up being of great use to your characters progression if this happens. Perhaps skip an side sequence.)
- 60% chance that the victim doesn't wake up and the family responsible goes bankrupt due to hospital bills as the story continues.
- 20% chance whatever they witnessed catches up to them and kills them in the hospital anyways.
Some dialogue options after making the decision could harbor resentment from some of the NPCs either way you go. One way does offer a benefit but so does the other. Both sides demand sacrifice. Neither choice constitutes bad writing. If anything the writer must be willing to look at his own story from multiple angles and not just 1. So it actually takes a better writer to write good from multiple angles.
This is not to say that linear writing is bad, but story does not suffer from offering the player/audience choice. That is only true based on how good the writer is. A poor writer can slam out a linear story. A good story can be examined from many different angles by the audience and choice in the universe/game allows them to do so. What would have happened if Romeo hadn't killed Tybalt? We won't know because that isn't how the story is told. Shakespeare exploring that idea wouldn't undermine the writing of Shakespear's tale, but rather may enhance it by giving us a different and perhaps deeper look into some of the characters particularly Tybalt himself. If you are a fan of Tybalt's character, this is a positive for you and you would probably opt to hear more about the version where he doesn't die over the one where he does.
Again I will echo that linearity has it's place as you put it but I wouldn't say that a story is hampered by allowing the audience to explore your characters and tale from their own perspectives and not yours. I think Shadow of the Colossus is a great linear story, however, not enough is known about the world they live in and everything leading up to those events to create a truly good branching story. All you get to know about anything is that this chick is dead at the beginning and Wander knows the spirit can bring her back. You can make a story with good impact with those details but not a story with choice that will mean anything with it.
I agree with you up to the point where games with choice begin getting discredited in comparison. Overall, the OP's approach is a great way to develop a story. However, there is no clear way of writing a better story than someone else. That comes to literary ability, not the form in which you tell the story. Techniques differ but quality is not inherently dependent on technique.