@ Stinger
TL;DR: Ur wrong, lol.
That aside,
You are still not defining what a change actually is.
It is going through different events? In Devil Survivor you can pick a limited amount of events from the available ones during each "turn," and many events only activate if you went through particular previous events. I.E: You are witness to vastly different events, not different versions of the same, depending on your actions and choices. Vastly different is the keyword.
Is it having great divergence down the line? Then, which events you witnessed and which choices you made during those events play a part in deciding which routes you have available later on. The routes present vastly different perspectives of the same story once they activate, and thus the story varies greatly independently of how much into the game the split happens. They also offer vastly different challenges and scenarios. Alpha Protocol, for example, has no real split, nor greatly divergent scenarios depending on who you ally with. You are basically running through the exact same thing with superficial changes.
And there are many little choices that can have pretty deep consequences not only in the story but also in the gameplay: The line of events and choices that result in recruiting Black Frost as a party member, the vastly different battles you participate based on your choices at certain times, your choices regarding a certain character completely having the potential to screw your playthrough later on, etc.
It seems to me you are still confusing how good or bad the writing is, or the story is, or the atmosphere is in accordance to your tastes with the depth and complexity of the allowed changes.
That aside, I wasn't comparing FNV to Devil Survivor in particular but to C&C games in general. The games you mentioned aren't really good at C&C, they are good at creating the ilusion of C&C by means of quality writing, atmosphere, and superficial reactivity. They rarely, if at all, react truly in depth to your choices, by which I mean the setting, the story, or the gameplay rarely, if at all, reach a point of true divergence.
The easiest example of this to give is Planescape: Nothing you do will change the way the story goes or the game plays. All the little choices and apparent divergences are in no way different to the events you choose to play or ignore in Devil Survivor's worldmap, it only happens the method of triggering them is more immersive and involved. And it only happens neither the triggered events nor what you picked during those will have any importance in the future.
There are no vastly divergent routes nor vastly different scenarios and challenges based on your choices. There are not negative consequences of the "LOL, you got fucked back when you made that stupid choice in the prologue." variety, either, nor real consequences outside a non-standard game over if you kill yourself. It's kind of in the same level as Chaos;Head's first release, being a totally linear story with optional scenes and extra fluff that in no way change anything important or crucial. That you play through those optional scenes by means of moving around, killing monters, and picking dialogue choices is in no way related to C&C. Once the scenario is finished nothing did change in the great plan other than, maybe, your access to a bit more of, in practice, inconsequential flavour text and background lore.
But then even the much touted FNV falls short compared to some truly awful shit.
One random example of how low we can go and still find better: There's a little, weird, and greatly disturbing dating game for girls by the name of Ijiwaru My Master. At a certain point you are presented with a couple of choices that decide to which one out of three masters you are sold into
implied sexual slavery innocent and chaste servitude. While all share the same general setting and elements each outcome represents a completely self-contained storyline with its own cast of characters, its own sub-setting, its own plotlines, its own events, its own choices and consequences, its own set of endings and scenarios, and its own
unique ways of getting consensually and semi-consensually done by hot demon guys who are into submissive indefense girls in maid outfits gameplay.
It's spiritual prequel is a little, weird, and greatly disturbing dating game for girls by the name of Under The Moon, in which there are not only many (many!) different interconnected routes based on the player's choices and actions through the game, each of these routes having their own choices and divergences again based on the player's input, but also an alternative version of every single every character's route, again with its alternative version of the choices and consequences and variations it offered, that can be swaped by the normal one depending, again, on what the player wants and how she reacts to shit, the game thus adapting itself to very different collections of abusive fetishes and violent fantasies. In other words, your choices result in vastly divergent storylines and situations, and the way you act through it all and the way it all piles up can have pretty horrifying consequences you are pretty much defenseless against other than by being careful when deciding shit.
Which means even FNV was beaten at its own game by what amounts to tasteless fetish porn for masochist girls who want borderline sociopaths to fall madly, violently, and utterly possessively in love with them. It wasn't even a fair duel, it was a slaughter.
My point being: The games you are mentioning as examples of great C&C are actually examples of a different thing instead. They don't really have deep C&C, as even at their best they are light on actual consequences, but are able to create the ilusion of a truly interactive narrative and a truly reactive world by means of great writing, mood setting, superficial reactivity, fluffy fluff, and shit like that.
1. Even games in which the C&C is more of an afterthought (Devil Survivor!) give them a run for their money.
2. Against full C&C games they don't have a chance in hell.
It can't be argued, for example, against the mere fact that of all those games you mentioned only Alpha Protocol would have a consequence matrix or web even slightly worthy of such a name, and even then it will never go beyond variations on a single route with no branches, no sub-routes, and no complex consequences.
It was a misunderstanding, when you said I had to change my definition of C&C or the codex would look stupid I was trying to say that the Codex isn't just all about C&C but about character systems and quest design and whatnot so Fallout 1 not being as great at C&C as a JRPG doesn't reflect badly on it as the number 1 game by the codex because of the other stuff it does.
Actually, it is Fallout 1 not being even remotely as great at C&C as some fetish porn piece. Otherwise is not humiliating enough. :3
Trolling aside, I'm perfectly fine with what you said there. What makes those games great (for those who find those games to their tastes) isn't the C&C. But having them constantly mentioned as the pinacle of C&C is, to be honest, kind of baffling for anyone who did play
enough works of asian emotional and sexual pornography some very interesting and unique japanese games.
If anything it is depressing the interest in C&C heavy games the japanese have rarely manifest in anything other than even more brutal porn and even more sappy romance.