Originally Posted by azarhal
I blame BioWare for players who think that they control 100% of the narrative flow via the dialogue choices.

I couldn't agree more, and I applaud Larian for not doing this.

The best example I can think of how this goes wrong in BioWare's newer games is in Dragon Age Inquisition. The "intent" icons on the dialogue wheel clearly indicate what narrative consequence the option will trigger, and I don't think the player should ever know that. Turning those off creates other problems (because of the voiced protagonist, but that's a whole different issue), but forces the player to play just his or her character rather than directly steering the narrative.