Someone (and I won't say who, I might PM you though) on these forums said that choices are IMMERSHUN-BREAKING.
... that's the opposite to me.
Straight forward story telling is just that, story telling.
Where choices are, something that draws you in, makes you feel like your choices matter, that your character has significance, and that you are actually filling a role.
Or I can just uninstall Skyrim and settle for pure imagination. That would give me all the choices I could ever want!
They don't even need to provide us with multiple choices, two or three are enough. But for Talos sake, give us these two! And not "do it or leave it" attitude everyone has... Molag Bal's quest was particularly painful. My character was a Champion of Boethiah and she refused to serve Bal, but she didn't even have an option to free the priest. All I could do was to leave him tied and imprisoned for the rest of his life. What kind of writing is this? Would it be so difficult to add a line "Here, let me untie you, you're free to go" and then a pop-up Quest failed?
Yeah at least 2 choices. Go infamous style, infamous or famous lol.
I mean it's not much, but it's something along the lines of choice!!!
SWTOR was an MMO based all on choice and it had potential but they did the same crap that dawnguard did. Choices wern't significant unless it was effecting something happening 2 seconds later, and they did a few other things that kind of screwed with the potential. But whatever, blade and soul is my next try

On a side note, the choices in KOTOR and Mass Effect, that felt fulfilling. Making people jump off cliffs, executing them, befriending them, actually participating in conversations, to me that's what I see as a true role playing game. Filling the role of the character created. Making the character, designing them, deciding their path, deciding their fighting style, deciding their personality, and being able to act it out in game.
Not, I will be the good guy so Ima evade killing these things over here, or over there. That can be done in almost ANY game so long as it's objective isn't to kill all NPC's. Make people think less of me when I do wrong, make bandits more aligned with me when I do wrong and guards more when I save people. Give me the option between hero, villain, or somewhere in between! lol
It's not without faults, but I wouldn't call it a "lazy implementation of a non choice". The choice has meaning to your character, and both paths progress logically.
Ok so you're free to have your opinion of course, and you're satisfied with what dawnguard and skyrim gave which is perfectly fine. I'm not here to argue that people shouldn't enjoy the game.
However, the both paths progress logically thing. The point where you just escort Serana home, and if you go dawnguard, just leave the elder scroll with her? That just makes absolutely no sense. Why would one EVER do such a thing. In fact, if you killed her right there, that'd be the end of the DLC!
They'd never find the mom, not in your lifetime, and even after if the vampire hunters did their job and killed serana, then it'd be done!
Or how Serana can be a vampire walking around the fort but the PC can not do the same.
And the vampires, just letting you walk away after learning of their plans. Some 2 second honor code? He tries to kill you if you do everything he says so he clearly has no honor.
After joining the Volkihar, it makes some sense sure. It's not too hard to believe the progression.
But honestly the entire Dawnguard side is just a logical fail.
It would be over with in 2 seconds. Kill Serana, burn the body.
She's a good vampire? Doesn't stop dawnguard from rejecting you if you accept her disease.
There are just so many logical holes in the story, you can't really say it progresses logically.
It doesn't mean it's impossible for people to enjoy, it just means it seemed like a very poorly thought out storyline where they didn't think of better ways to do things, or they didn't want to waste the time to push out the release.