And now you are saying it's "not a big deal" for these kinds of features to be in FC2.
So it's either a big deal, or not a big deal...you contradict yourself.
No, I don't contradict myself. As I stated before, NPC death and its repercussions are largely a moot point because, in the context of FC2, you can just load your last save and make sure he doesn't die. That's not a meaningful choice. It's not something you have to think about. When your buddy dies, you reload. Problem solved.
An actual meaningful choice is that you choose to play as one of these NPCs from the start of the game. In doing so, you potentially alter the storyline and you will never receive the sidequests from the NPC you are playing. This is a choice with long-term consequences and it is a choice that the player must make. To me, this is a much more interesting and thoughtful mechanic than "If an NPC dies, he can't give you sidequests."
And then most likely complain that they didn't have the choices and consequences, and if you found out they were once in the game, then you'd harp on that as being dumbed down for cross-platform development.
Wrong again. FC2 isn't an RPG. FC1 wasn't an RPG. The developers have never claimed FC2 as an RPG or an RPG/shooter hybrid. I'm not expecting the game to be an RPG/shooter hybrid so I'm not expecting meaningful choice and consequence.
Conversely, Bioshock was originally supposed to be an RPG/shooter hybrid in the vein of SS2. The developers stated as much, so this wasn't an unreasonable or unfounded expectation on my behalf. Then Ken Levine started throwing around the words "meaningful choice" in all the interviews, demos, etc. Again, this reinforced my expectations of meaningful choice. Needless to say, Bioshock did not have meaningful choice. Is this really so difficult for you to understand?