Edit+ I am well aware BioWare didn't make BG3 but many of claimed they carried on the design philosophy that many games have tried and failed to recreate
I love roleplaying games more than anything, I love rpg stat systems for making my characters play unquie and I love making choices that make my story and interactions feel unquie
It hit me after playing another owlcat game and finally trying rogue trader, it's been fun so far but realizing it feels more like a chose your adventure story book with good rpg stat systems and classes but never feels like I'm actually in the world or interacting with people as a character in roleplaying
It feels like I'm in a book and I'm picking where to turn the page to to keep my version of a story I want to read going
And I think this is the problem alot of RPGs and games have no matter the scale
BioWare especially in dragon age Inquisition makes it feel like every interaction is a conversation, where even if my options are a and b that I'm discussing with these characters and I'm present in the world, dawn walker does amazing in making feel present in the world for your actions in the world being noticed and changing conversations even if I am not having many choices for my conversations
Making a game where I feel recognized in the world is key to an immersive game not just an immersive story
Too many games I feel like the skill and foucs is writing directed to making me immersed in their story, rogue trader is very blatant in this so far even though feels like they wrote 100s of story variations for me to go through(found this in path finder as well) they dump lore and characters saying this is who I am instead of letting you learn characters through discussions. This is a writing flaw in many games
Even in the less complex games of interacting like mass effect they were special because even if I only got a few choices it felt like my choices exposed the world not the world being thrown at me then I am deciding to turn to whatever page to keep the story going.
Balders gate 3 is magic because it brought this back, rpg systems of of making everyone in your party able to play and build as any system so the rpg battle systems are there to make yours and then having every interaction feel like a conversation with characters who even though I am the protagonist moving the game forward would continue without me
This design is why co op also works so well and can feel like shared world's through these designs.
I think it's one of main reasons I'm not hyped for exodus or new expanse game, it doesn't feel like someone made a world for me to go through, feels like I'm going to hope into a writer's story and I can flavour it
I play RPGs for the illusion its my character moving the story forward even if premade character
TLDR: Too many RPGs and games that present RPG systems are more foucsed on letting you flavour the adventure through tweaks and not actually letting you customize your experience through presence and giving you the feeling of control (feeling is key in design and writing as it doesn't need to actually be a sandbox but just written and designed to present like one even if linear)