Can you name a choice in these games that would cause the plot to branch out?
Of course, Fallout 3... Defuse Megaton's bomb or not, and if not make it blow out for Tenpenny or not.
It's not the only example that pop up in my mind, but isn't it the most obvious one since the three paths are explicitly totally excluding.
But must be noted that it isn't what you were talking about. You said that "quests are not AAA games, their era is long gone", while a multi-route system can perfectly exist without a single quest ; this even in AAA games. Dishonored have a multi-route system, that depend solely on your kill rate. Slowly but surely, you see the world change, for the better or for the worse, depending how bloody you'll be. And this change also have an impact on the difficulty, the bloodier you'll be, the less you'll be able to stealthily progress. This will goes until the ending scene that will present you two radically different futures depending on this.
And, of course, it's even less what OP was talking about. It poll make it relatively obvious that he was concerned by the relationship with the characters, way more than by the background story itself.
In many of these games actually linear plot, side quests in general do not affect anything globally.
So, what about Dragon Age Inquisition ? Outside of the quests themselves, your actions will change the plot, going as far as blocking full parts of the game.
Once again, it's not the only game doing this, even more recently, but the most obvious. Being part of the Inquisition, your choices have a strong impact on the people under your jurisdiction, and therefore on the story.
The apogee of this was the ending of Mass Effect 3, the mass dissatisfaction of players who were deceived by the promise that every choice is important.
Bullshit. Of course, people complained about Mass Effect 3 endings, but it absolutely not stopped muti-route systems. Do you really believe that the guys taking the strategic decisions for AAA studios are stupid and can't make the difference between players being disappointed by a false promise and them being against a game mechanism ?
By the way, all the choices you made during Mass Effect 3 have no impact on its ending, except of course the difficult, and possibly success, of the final big battle. And I don't say that because the ending feel the same without the DLC. No, I say this because whatever choices you've made during the whole campaign, so starting the first game, the three options will be presented to you and you can pick whatever one you want.
The ending is conditioned to a single choice, the last you'll make. As I implied, all the other choices only decide how the last battle with be going.
But at the moment we are discussing visual novels. From it I expect first of all an interesting story and characters, you can't surprise me with any sexual scenes.
I'm sure that Juliette Karlsson can surprise you with all her sexual scenes, and absolutely don't see the relation between a multi-route system, even applied to the story, and the lack of interest that the story and characters would have.
In fact it's more the opposite. It's seeing the story and characters really adapt to your choices that make both interesting and enjoyable. And it happen that it's something possible and done, even on the adult gaming scene. To some extend of course, indies devs don't have the same capabilities than AAA studios.
Since I talked about it, I'll use
Karlsson's Gambit as example. So far the main story itself isn't too impacted by the choices, but you can already feel some changes in the characters' personality, and even more in their behavior.