Undeadpool said:
I probably screwed up the HTML on this, so I apologize in advance, but off the top of my head I can think of both Mass Effects (the changes aren't massive, but at least characters acknowledge your decisions), Alpha Protocol (which actually does an AMAZING job in that department), Deus Ex, and both Witcher games. I'm not asking for completely different experiences, but the fact that Vincenet just continuously does the same stupid things regardless of what decisions you make is mind-blowingly poor form.
Edit: And actually both Dragon Age games have amazingly good consequences for your actions.
Well, obviously I mistook what you actually wanted. You don't want the story to go off in separate directions based on your choices. You want the freedom to act and have characters in the game react. All the games you mentioned still end up going in the same direction towards the end, narratively. They all have the same general endpoint and climax, just different motivations and ultimate outcomes.
The difference between most of those games and Catherine is that those games make *you* the protagonist, while Catherine doesn't lie about the fact that "Vincent" is the protagonist, and you're merely guiding him, not actually controlling him. Yahtzee has touched on this before in The World Ends With You (with a touch more exaggeration), and it is honestly a very Eastern thing. You're not part of the story, you're merely the witness to it and can subtly alter it on ultimately unimportant lines.
And no, that's not always a good thing, but honestly, if we needed every story we're told to have us as the stars, then movies, TV, books, etc. would have a much tougher job keeping us entertained. I can accept only being an accessory to the end if I feel fulfilled in the journey and outcome.
EDIT: But the reverse can be handled sloppily as well. Think of any game that puts you as the protagonist, then make a choice and find out that the game's leading you down a path you didn't want to go originally. There, the illusion of freedom is shattered, as is the immersion. Then you just have to ask yourself for you, which is more important: being mostly in control but tossed out on your ear when the game won't let you do specifically what you want, or allow yourself to be railroaded if it means things are more cohesive.