I've recently been playing Memento Mori and I very vividly remember Fahrenheit. I'm also drooling for Heavy Rain, but that'll have to wait for a while =).
These great action/adventure-games have a few things in common. They all implement a non-linear choice-system, where you don't see exactly what all your choices are. This is a good and a bad thing in many ways.
Quicktime-events are a personal favorite of mine, because they very rarely contain something negative. Fahrenheit used these, but failed in a way, since if you didn't react quick enough, you died. Almost always. That was more than a bit annoying, so what I'd like to see is quicktime-events that change the course of your actions, but even if you fail them, the story goes on. Just with a different setting or a bit less info gained or whatever. Of course it can be used as a "fighting mechanic", but then people should be given plenty of time to react, so they don't end up going over the same stuff multiple times.
In Memento Mori, the chat-system works with 3 simple alternatives. "Positive, negative, questioning". This system is pretty good, altough the options are usually too vague. The tips about what will happen when you push this button should be clearer, with more tooltips and options. 3 choices is good, any more could be confusing. The game also uses timing, as in if you don't choose one yourself and the timer runs out, the game automatically chooses the "bad" one of the three. So it's always better to make a guess than let the timer run out. There are also a few problems with this, but as an idea it's quite feasible.
In Heavy Rain, the dialogue is based on "quicktimeish" choices, where you sort of see what each of your choices will do. the choices are made with either the buttons or the directional arrows of the controller. This system on paper seems the best of the three, but since I've yet to try it, I can't exactly tell yet.
Now, as a sidenote, Memento Mori uses a very, very ingenious saving system. It makes individual automatic saves at the change of every chapter, so you can pick up the game from the "main path choices" whenever you wish. But, there's a big but in this, if you make individual saves and then after failing a dialogue choice (and thus f. ex. killing one person) try to reload the previous save, the game will remember the first time decision you made. So you can't "replay" the parts already played in that save. This mechanic adds a whole lot of replay value, since you can't go through all the options and pick and choose the one you like the most. I myself was at first quite annoyed with it, but later on realized this made the game a lot more intriguing. All your choices actually mattered. You had to think and choose, but pretty quickly.
If it's possible to have this similar sort of memory, it would be awesome.
Edit: Typos and stuff
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