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The writing and, in turn, dialogue and story still suffer from bland exposition. It has come a long way in Mass Effect, but there are still old flaws in the wood work. And the fact things are more animated in this respect are just cosmetic enhancements that are layed over the wrinkled and tired old face of Bioware's writing.
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With KOTOR I believe some of the problems you mention stemmed from having a silent protagonist. It didn't bother me, particularly, but not hearing a voice or the inflection with it can really hurt a character for the audience.
I only played an hour or two of Mass Effect at a friend's house, but I was struck by how much better I felt playing a strong lead.
The dialogue is still divided, yes, but I think it is closer to what you might expect someone in real life to say. And I think that is in part because they're using an original universe, instead of falling back on "light" and "dark." You can act as the mediator, or the "renegade," or the neutral guy who just wants to get to the point, but all of them clearly have motivations that go beyond the black and white of past games.
I'm going to assume when you say more of the same, you mean dialogue trees. It's disingenuous to say so, though. The exposition sticks to dialogue trees because that's how they can best design a game with predictable results. What you're ultimately asking for is a virtual world, which, until technology catches up with us, is kind of silly to expect from any developer. Much less Bioware. Making them the standard for failure in story interaction is kind of shortsighted.
This thing is sticky, and I don't like it. I don't appreciate it.