Black Isle had to cancel or delay projects and make lesser games just to make Interplay money. Troika had about a dozen people and much less favourable conditions. Obsidian had no excuse to fail so many times. They had creative freedom, more resources, more people, and more time to make their games than any of these studios. And at some points, such as the period the 2009-2011 period, they arguably had better talent (at least in terms of writers and designers) than any RPG studio ever had.
***
BioWare didn't have to keep dumbing their games down, and they didn't have to be purchased by EA either.
I don't have your brains, knowledge, or energy. My only asset in this conversation is a few years' more weariness. But I think you're engaging in the common mistake of treating all the good qualities that someone (or, in this case, some organization) has as baseline, happenstantial, or irrelevant, rather than as achievements themselves.
For instance, you are treating Obsidian's ability to employ a larger staff than Troika as if staff size were just a random dice roll for the builds they were assigned, and "[t]hey had creative freedom, more resources, more people, [arguably better talent], and more time to make their games" as if dumb luck or free inheritance gave them those things, such that only the most dissolute wastrel could squander them making only (only!) KOTOR2, MOTB, FNV, and PoE -- not to mention Tyranny, Alpha Protocol, and South Park.
Likewise, you are treating Obsidian's overall resistance -- imperfect, maybe, but still real -- to making ultra-streamlined or cinematical RPGs as if that didn't require integrity and judgment; it was just a blue Paragon choice to make, obviously the right one if you want to stay true to your values. Thus, Bioware knowingly, maliciously, unnecessarily chose -- "didn't have" -- "to keep dumbing their games down," whereas Obsidian just muddled along automatically on the default path of not doing so.
This seems to me a little like the way I felt in high school: that the kids who worked really hard and got good grades, while I slouched about getting middling grades, didn't really deserve them because "they only got them by working hard" -- as was proven by standardized test scores -- "and if I wanted to waste my time doing stupid worksheets and reading the assigned books, I could get As easily too." The feeling was absurd, and I think your sentiments, though not absurd, suffer from the same flaw.
The fact that Obsidian gathered, nurtured, and largely retained the raw ingredients for making good RPGs (
existence, manpower, enough autonomy to make RPGs, access to engines to create them, the
desire to create them) is extraordinary, as is demonstrated by the fact that so few other developers have created, gathered, or retained them. The fact that they used those ingredients to make a series of great RPGs is actually less extraordinary but surely praiseworthy as well.
Obviously something went grievously wrong between Avellone and Obsidian -- he was one great asset that Obsidian wasn't able to nurture and retain and utilize. There's no real story in which losing him isn't a failing of Obsidian. It doesn't matter what sins they could lay at his feet; as long she can sing, the leading lady is entitled, after all, to be a prima donna, and it's the impressario's job to grovel before her.