slateman and SJML: you both named Heavy Rain as one of your favourite games of 2010. It's also one of my favourite games of 2010.
The game's strong point is how it highlights emotional investment and identification with the characters (particularly the lead character Ethan). This is done through a strong central narrative with some room for the alteration of events, both small and large, though the overall narrative has a 'directed' feel.
The Elder Scrolls games (and now the Fallout games) allow us to create pretty much any kind of character we wish, and player freedom is central to the experience, but is this freedom at the sacrifice of emotional investment with the character? Can true emotional investment with the player character be achieved in a large-scale RPG such as Elder Scrolls and in what ways do you think this can be achieved?
My take on this subject is that some games, like Heavy Rain, bring you to the table and put the character in your hands. They are leading you down an emotional experience that they developed and they'd like you to follow. This is a strong way of eliciting emotion from the player, and some games do it quite effectively. Heavy Rain is one of the best games I have ever played in that regard (character/emotional impact). Our games give you a giant sandbox. We provide the table, and it's a HUGE table, and you bring yourself to it. We want you to create your own adventure, create your own history and tell your own story while we provide a framework in which you can do that.
So, instead of spending all our resources on emotional impact with the protagonist, or the Player (whatever archetype they may be), we invest the emotion in the world and reflect that back at you. We craft history, characters, creatures, etc. all to bring a living, breathing world to life for you to experience so that no matter what type of player you are, you feel like you belong there. That's our goal. I don't consider the freedom a sacrifice at all, I consider it a boon.