Choice is clichéd. We’ve been presented with so many different kinds choices so many times that the average gamer can look past the immediate conflict, whatever it may be, and see the machinations going on behind the scenes. From what suit we wear, to the survival of townships, to the outcome of wars, our choices change the world. All that power seems necessary. If the world doesn’t change, then our choices are meaningless, but that power also dilutes the consequences because nothing ever (or rarely) happens to us, the player. It’s the world that changes, and we feel the consequences indirectly.
In Fallout 3 we can save or destroy Megaton, and no matter what we do, we come out the other side pretty much unchanged; it’s everyone else whose life is at stake. Even in Mass Effect 2, in which our choices from the first game carry over into the sequel, only those directly involved with the original choice cause us to face any kind of consequence in the future. There’s a very linear progression of consequences. Nothing ever spirals out of our control.