You beat me to it. Expanding a little, KOTOR did an interesting thing building off of how you defined your backstory, and using that to strengthen the narrative. Giving you a choice about who you were before the Endar Spire made not being Revan more believable than if you’d been given a very specific background. This could’ve been annoying if it all meant nothing and you just reverted to Revan automatically, but the choice to be Revan or continue as whoever you’d created was probably the most interesting in the game. Are you going to accept this role in the story the game’s presenting you with, or proudly state ‘I am not Revan?’ Could have been more nuanced though – I am evil, but I’m not Revan anymore, I’m far stronger! OR I am Revan, but a Revan returned to my true self, before the war.
And KOTOR II just had brilliantly written dialog. You’re playing a character who knows a lot more about their own history and the galaxy than you (the player) do, and it somehow works. You could definitely take a lot of stances on the Mandalorian War, and shift opinions about different people groups/the force/the war through the story. Arguing with Atris was really satisfying.
Some of the SWTOR class stories had nice room for development, too. Playing a sith warrior shifting from dark to light worked really smoothly, and the smuggler could be played as heroic, cruel, or I-just-want-my-ship-back-leave-me-alone-already. The agent story was interesting in that it made not having a choice part of the plot. At a certain point, you’re essentially helpless and the decisions become more about how you react to that than what happens next (and then it’s so satisfying when you’re free again!). It’s storytelling moments like that, that only really work in an interactive game, I find especially interesting.
So Star Wars… Those are really the only good examples of this sort of thing I’ve played. What am I missing?