It's just a burden of the games of today. And that it was a lot easier to write out text in older Bioware games for possible branches and outcomes. As that was the main way to tell the story and what players expected.
Versus recording dialogue, creating cutscenes, etc that modern games tell their stories though.
edit: the constraints of modern asset creation being fairly clear with the ending of the last Mass Effect game. A series that was toted for its story and depth. Where your choices 'mattered' but were reduced to the same end cutscene with different hues. https://www.youtube.com/watch?v=-vjHXchR8pw
I'm actually surprised to see the visual and mechanical simplicity of many games that have flared up in popularity among my students. Certainly, the processing limits of mobile phones play a role - but that doesn't stop these small games from passing through the student body like wildfire (and then burning out equally quickly).
For instance, I would love to see a game like "Papers Please" with a stronger element of consequences. Rather than simply being told you allowed a terrorist through the gates (with a brief cut-away) the consequences of this action (deaths, social destabilization, etc.) would impact the future game play. Perhaps, you decide to actively aid and abet these terrorists (by communicating to them that you will allow them and their compatriots to pass through) - but then you put yourself and your loved ones at risk, as well as increase social instability.
This is already a wonderful game, but I would like to see the premise taken even farther. Games could be a wonderful place to consider and critique decision making and moral choices that are analogous to those we face in real life (even if filtered through clearly fictitious events/circumstances).
The characters think that they're making big, important decisions that reshape their world. It turns out that they weren't really.
I can't help but thinking that there should be an AI for this.
I wonder what would happen if you surveyed game designers and offered them some trolley problem [1] variant and said, "Write up an explanation for which decision you choose." How many would discuss the pros and cons of both decisions? How many of them would look for a third option? How many of them would even be able to explain their decision? How many of them would be able to make a decision?
But the nuance and detail in their response, to me, would be the real indicator. If someone can dive deeply into the question, I think they'd be able to offer real moral choices in other situations, too.
KRZ is extremely effective in letting you make very meaningful choice without those choices affecting anything at all, really. That’s possible, you know. There don’t have to be (big) consequences. The choice itself, even, can be meaningful.
In Call of Pripyat, for example, how you treat a few characters in chance encounters can drastically change the late-game, and completely change the endings. Also, the choices aren't usually "Eat baby or save world", they're more "Do you help this guy, or this guy? We have only vaguely hinted what they're up to, so choose carefully."
Fallout 2 and Arcanum had some really well-done morality gameplay as well.
And in TW2 they made a whole chapter (+-20% of the game content) different depending on your choice, with different map, different NPCs you meet, quests, and you get to know different aspects of the story (if you play just one version you won't get the whole image).
The worst of it is that they always main-line you into one moral extreme or the other. It's always obvious which choice is "good" and which is "bad", and once you've made that choice for the first time you'll always make the same choice later on, else you'll miss out on the in-game benefits of having a "pure" moral stance. Mass Effect and Infamous especially do this.