Jabberwok
Mildly Dipped
Yes. Proof: Every Bethesda-UI since at least Oblivion.
Yes, as correct as it is obvious.
Just look at every beth-games first introduction on E3 and find me one where they use KB+M instead of an XBox-Controller from within the last 10 years.
Also just look at the mess of PC-controls for the building system in F4 and F76.
Or the horrid quality of Ports to PC, resulting in absolute trashy performance results, like in AC:Unity for example which was simply a shit show at launch.
On Topic: I'm really looking forward to it and so far I like a lot of the decisions taken such as non-voiced protagonist which gives me more immersion and Obsidian more money to spend on other departments.
Not implementing romance is also not necessarily a bad sign, I rather have it not done then have a half-assed attempt at it.
In RPGs it seems to boil down to either Follower-Romance, or (stationary) NPC-Romance.
Follower-Romance is often created like a stamp-collection of ladies/lads/trees you can screw after a quest or two and then moved on to another - I can skip on this type anytime. Since someone brought up DA:O - only Morrigan somehow made a connection, created something somehow touching. The rest were just stamps. These mostly show in CRPGs. Even PoEs Romance wasnt really deep somehow, although I like the twist how Maia used the romance options as a means to reach her goals.
NPC-Romance types tend to try harder to connect you to a certain person, like Triss in W3 or Theresa in Kingdom come..and those can feel very rewarding, imo Triss romance in W3 is the best sculpted romance in any game I played so far. It made it impossible for me to play the torture-scene "by the book", because hearing her scream in agony drove me nuts. Couldnt take it.
But at the end, romance is just a few quests and dialogues and when they end you have a stationary NPC who doesn't have much to tell you or do with you anymore. This somehow makes it feel very hollow afterwards. And from what I can recall - it only happens in games with a fixed character background like the two I mentioned.
Creating a believable romance-system in a game with a completely free character-development is harder. Definitely not impossible, but a lot harder. And getting it right without it just being another stamp collection is something I have yet to see done right.
In The Witcher games, I don't mind the collectathon romance style because it actually makes sense for Geralt's character (assuming you choose to play him that way). At least in the first game, the various 'relationships' seem only about that important to him, and the game even reinforces that through those silly naughty trading cards you get for scoring with someone. In contrast, the Miranda romance in Mass Effect 2 felt very forced because she didn't really have any relevance to the larger story, but the writers still tried to treat her dialogue as if it were a serious, long-term relationship.