The sad reality is that, in a lot of cases, you can't trades features like that anymore. Meaningful choices become more of a balancing issues (not to mention scripting) as players expect more and more from their games and they want every option to be as viable as the next.
It is sad. Especially since not all options
should be equally viable. There should be various paths, but some better than others, and some used solely because it's still possible (given the PC's past actions or recent events). It's silly IMO to always expect access to the best and most ideal (and profitable) outcome.
Stuff like Graphics and Audio aren't really up for trade anymore since they don't limit game design like they used to.
I disagree ~except... not so much when the scope of the game is so shallow that flashy-visuals use up resources that would otherwise not get used. I truly believe that games can be made that use the hardware for more than just shaders. One could make even a first person game where the PC is blind and the engine uses detailed 3d audio (and voice work

) as well as limited graphical effects to impart the surroundings...
Imagine a Zatoichi RPG done this way ~where your role is (of course) http://en.wikipedia.org/wiki/Zatoichi. Styled much like a non-fantasy Witcher 2; but the screen is usually pitch black unless something makes a noise, and then you see white light pulses that follow the contours of the 3d level geometry (in addition to the accurate sounds). There is a game that has no textures, and need only be done in greyscale ~yet could be just as deep as they wished... and if they put effort into carefully designing the interface with audio cues... they could sell the game to both the sighted and the blind.
I want full voice acting and deep branches. If that's not possible (although we all know it is) then I choose voice acting.
But why exactly? (or specifically)
Is it that depth is not really as important?