Time and resources limit branches in the main story (see the reply to "But the choices you make influence the storyline, I suppose?" in
Dragon Commander: Interview with Swen Vincke). Trying to carry the effects of multiple plot branches into sequels compounds the effect significantly. Now if Divinity had the budget of Mass Effect...
Thanks for the link. I'm not criticizing the developers for within their limited resources they have produced a mostly entertaining title. But my gripes are about the storyline itself, specially how it ends. I don't think it's about resources only since if you account for all the minute details put together in seemingly moot aspects like hidden objects, special items, equipment sets, side quests branching..you name it. So many choices and options that sometime makes you feel kinda lost. Yet the main quest ends without providing a single option to turn the tide of events otherwise. The endgame is so bizarre that I'm having a hard time to correlate the threads of events. I feel this has more to do with the developers' approach and treatment towards the main storyline than just budget limitation. I had previously find this to be an issue with the Elder Scrolls game too. So much efforts put on the sandbox elements of the game yet so linear in the main quests.
One of the few things we know about Project E (aka Divinity 3) is that we will be able to defeat the main bad guy in the end.
Now that's a relief! But maybe after killing the main bad guy you will come to the realization that he/she wasn't the main bad guy! Maybe you were set up in a wild goose chase, killed many innocents in process while the "main bad guy" lived to see another sequel! I mean it's the developers' call and they seemed to be soul-forged with Damian!
I apologize for my rants, which are strictly from a role playing POV. It's just that I can't get over the ending.