I've never played any of the Gothic games, however I do know that Gothic 3 is considered to be the entry which ruined the series and is quite loathed by the original games' players for the most part. Nonetheless, I do suppose this might all be subjective to the tastes of the individual player as much as anything else :shrug:
I believe it was 'loathed' because of its notorious bugs and technical problems that made its official release almost unplayable, and not because of its gameplay, story etc.
All that is fixed by that impressive community patch, and people's reactions towards the game are considerably more positive.
The actual choices I think are a lot less and not as significant in that game as people made me think - sure you can choose sides and all, but the quests don't change too much - ie you need to do most orc quests whether you take their side or not. & the dialogs are, as I said, very linear. Yet the game somehow succeeds in creating the illusion that you do things your way and not following a predefined path.
And BTW...
Games like that as well as the Elder Scrolls seem to somehow "cheat" when it comes to choices.
For example, any Elder Scrolls game has so many quests that the player wont feel like missing out if he wont do all of them.
+ one can do many quests and visit most places in any order, without being forced to follow some kind of continuity.
So ultimately, what passes as 'choice' in such a case, is the fact that it allows you to do quest x before or after the unrelated quest z, or not do one of them, or both, at all.
When that happens in such an extend as in the Elder Scrolls, the illusion of an open-ended game is successful.
Yet it's not what I would ideally want.
I wound personally want a game where choices wont be limited to two 'paths' that will just result in a small alteration in reputation, or a few more bottle caps for instance.
I'd rather have choices with several paths where each one of them would result in as important a reward or consequence as any other, but considerably different at the same time.
+ I'd like to have a game where choices would be somehow 'interconnected' where each one would depend on previous ones and have a considerable impact on later ones
ie not being able to complete a quest by being a sociopath and the next one by being a saint.
It's not asking too much I think. Most RPGs do that already in character creation and development - if you choose a wizard character you can't just choose to become a master sword fighter later, but you can choose from a selection of powerful magic abilities a master swordfighter can never have access to.
One game that comes to mind that really features the kind of thing that I'm talking about, though in a completely different context - not an RPG, is Civilization (I've only played 1 & 2 so I'm talking about #2 here). That game is full of choices and consequences... in fact it pretty much is
only choices and consequences. You can run your nation any way you want and the game will react accordingly - for example, if you focus in producing huge a army to take over the world you can't from one minute to the next just decide that you now want to be a peaceful diplomat instead, the other nations just wont trust you.
In FO3: if you've done good whenever you go and threedog keeps talking about how great a guy you are, if you then go and talk to mr. Burke for the first time, will he try to convince you to blow up Megaton? Does it make any sense that he does?
If he does so it's because otherwise you'd be punished for playing a good guy, which would be unfair.
But wouldn't it be nice if your saintly reputation would open up an alternative way of receiving and resolving that quest?
Like (a simplistic for example) if someone who was away of Twopenny's plans would trust you enough to tell you about them and ask you to stop him - something that he wouldn't do if you didn't have as good a reputation, in fear that you might be tempted to accept Burke's reward.