Ultimately, CRPGs will always chase tabletop and do so in vain for the most part when it comes to stuff like this, but the genre can only benefit by being more ambitious and more ardent in its experimentation with form and reactivity if it wants to evolve so I try not to be too too cynical whenever a developer brings up the old C&C chestnut in their messaging. I get everyone on earth is tired of hearing about how every RPG boasts the REALEST choices and consequences by now, but I do think the distinction between cosmetic and active (for lack of a better word) C&C is a large one, even if most of the greatest RPGs employ both forms to more convincingly build a reactive setting. I was just baffled that the individual who tweeted, and (correct me if I'm wrong?) the bioware employees who liked the tweet, would imply "meaningful consequences" was little more than a buzzword when there's a clear separation between games that pay lip service to it and games that really attempt to involve the player and modulate content in accordance to their decisions and actions in a way that goes beyond an NPC making an aside about how you made x or y decision in the previous mission. For sure, I agree that Bioware has done very well with the idea at times and wasn't trying to snipe at them with the last bit of my comment.
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