>>Dynamically unfolding storyline depending on your choices and skills"<<
In one of the post-mortem discussions we did about

we figured that when next we make a game, we should make all the choices/consequences much more explicit, and also "announce" them within the game so that players would really be aware of them. As the devs, we know how much effort was put in offering multiple pathways throughout the story, but we also realized that most people don't really see it, because a lot of them were implicit. For instance, the bandit camp quest had three main solutions (with various permutations), took months of effort to create, but to a player who didn't replay the game, it can look like there's no depth behind it, because of the mindread solution.
I realized this again when I saw a designer playing FOV recently where he had help from a guy I assumed couldn't be saved under any circumstances. So I asked him, how the hell did this guy end up by your side, and he told me, ah well, if you mindread that guy on each encounter, then you'll get an extra option which allows you to have him help you when you confront that boss. That's a choice/consequence mechanic in action right there, but chances are you'll never notice it.
I believe that we in all games we made, it's always been "different ways of solving the subquests, rather linear on the main storyline" and that we also communicated throughout interviews. FOV is no different though there non-linearity as it uses a

approach. The ending is fixed however.