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When I played Half-Life 1, I wasn't after any plot or character decisions, as the game never sold itself as aiming to achieve that. What Half-Life 1 was was a FPS based around environmental puzzles and occasional gunplay sections, with a paper thin plot told through an unbroken first person perspective. I didn't have any problems with the ending choice because it did not register as a choice at all - it wasn't the "good ending" vs. the "bad ending", it was the "ending" vs. a non-standard game over screen. And that's fine, for Half-Life 1.
For Mass Effect 3, I was expecting a game similar to the other Bioware games: an RPG with action sections (third person shooter in Mass Effect's case) with a strong mostly linear story (i.e. optional ordering of chapters) and plenty of the character-based decisions (Paragon/Renegade, Light Side/Dark Side, Heroic/Jerkass) that is Bioware's trademark. I also expected payback for all the major decisions I had made through the other two games, as they promised through all those loading screens in ME1 and ME2 that told me to hold on to my saves for import. That's why, when the game glossed over those decisions and started to impose Bioware's writer's will on Shepard's characterisation, I was disappointed.