>>9515782branching is something that is very variable in execution. it is cool when done well but annoying when everything is a choice
for the big studios, starcraft ii had a few good examples of player customization. there was no real change to the overall plot, but choices you made would affect which characters would show up way later, and in a couple cases would affect which enemies you encountered. that's not to mention the customization like upgrade trees or either/or powerups. it wasn't majorly gamechanging stuff, but it was well-executed for what it did affect
big plot-changing choices are hard for games because the earlier and more drastic they are, and eventually you start developing more than one game or reducing the length/quality. or all of the above, like fire emblem fucking fates