Bioware is doing plenty of amazing game design innovation in their games
Pffft Yep, we won`t be agreeing on this one. While I did enjoy some of their games, these were never about "innovation" but mostly about prettifying and streamlining (not always bad qualities, well, not up till recent days at least, when it all went too far). They`re sort of Apple of RPG world in that respect.
Well, either you didn't really look at it with a critical eye or you scope game design awfully narrow.
In fact, original BG was a nail in the coffin for the turn-based games, it was so popular that everybody just up and forgot about them. But the game itself, while fun at parts, had comedy combat - it was at worst a godawful mess or, at best, easily exploitable by couple of kindergarten-grade "tactics". The reason was the switch to neither-fish-nor-fowl "pause" system - real-time was the new Messiah back then and everybody jumped on the bandwagon - BG itself was actually meant to be a real time strategy at its first draft.
Really? The pause system hid the turn-based game behind a facade of real time, but if you turned on all the "pause when X" options what you got was just a turn based system with animations and concurrency. If I were to point at the source of BG's "comedy combat", I'd blame AD&D and Bioware's general inability to make a compelling combat system, as evidenced by their every game everafter except for ME3 Multiplayer.
And combat is the most important thing in any RPG, there`s no way around it. Apart from few things like charming NPCs, most of RPG systems revolve around it. IN ME2 this was dumbed down to the extent that when I abandoned chasing the uber-simplistic "upgrades" somewhere before even mid-game, I still won the game with dying maybe twice - and that was due to wonky camera. And I was playing on second-hardest difficulty. Pathetic. Then add the removal of planetary exploration - hell, there was no need to even explore any planets at all - and its curtains.
Yeah, no. Combat is the most important thing in action or tactical games. RPGs are theoretically about roleplaying, even though the rest of the videogaming world missed the point and slaps those three letters whenever their games give you adding up numbers. However, Bioware didn't forget and that's where they excellently innovate since 1998. For example, Dragon Age 2 had this system that you could answer in a conciliatory/sarcastic/angry tone and depending on which you used the most, your characters default responses were colored by the tone and some NPCs reacted to your personality differently. Maybe it doesn't sound revolutionary, but damn, it makes a world of difference when it comes to feeling in the character*.
*YMMV.
As for the plot - which I do actually appreciate - what "innovations" were there? It was just very well written, that`s all. And even that collapsed in the sequel - they had opportunity to make things interesting by giving you the option to go against the Shadow Broker, but as per usual, we ended up with illusion of choice, since it was all linear. And all other "choices" royally black and white too, plus rather meaningless - since they didn`t affect anything apart from the "paragon" bar. One character might die? Yeah but why would I care, since they`re all the same - in terms of gameplay affecting perks and abilities? Sorry, forgot that these don`t matter either because combat ^^
Well, clearly, if you see other characters as tools to use in beating the combat sections of the game, you won't care. However, they are not only that (and arguably not at all that, I've never noticed any contribution to my success in the fights from my companions). After all, you* care about your favourite characters in your favourite tv series, movies or books. Same here, Bioware makes very care-aboutable characters and you get to decide what happens to them. Pretty good material for choices and the choices aren't even trivial... most of the time. Though I guess if you gave up before ME3 then there weren't that many outcomes you actually got to see.
*general you, YMMV.
However, that's not where plotting innovation comes in. The best example is Mass Effect 2. Gathering teammates, improving their morale and sidequesting, all at your only somewhat limited leisure, while being on hidden missioun count clock that triggers the final countdown, where you have to go for the final showdown or basically lose score (however, score you're made to care about more in the form of characters whose lives are at stake). Then, depending on what you did and what you skipped, the final suicide mission and its outcomes can vary in a pretty complex way (well, you always win, but how you win is the point). All in all, it makes a game (where you make decisions and they matter) out of going through the story, which is a rare if not unique marriage of freedom and structured story.
Now, the execution is subpar - it's not nearly aggressive enough, so if you want, you can have a perfect success. It doesn't change the fact that the underlying idea is brilliant and would be worth borrowing even for a tactical/strategical roguelike.