aberdash wrote...
Captain Jazz wrote...
Every decision has a clear good or evil choice?
Kill the werewolves who suffer from a curse cast by the elven elder in response to a crime that none of the werewolves committed or kill the elves who have done no wrong as revenge for the curse?
Risk abominations loose in the world or slaughter innocent mages?
Leave Orzammar to wither and die in isolation in the hands of a good king or allow it a chance to flourish in the hands of a brutal dicatator?
Is it really so clear cut?
Yes, because there is always a "perfect" ending to most of those. You can have the elf who put the curse on them remove it. You dont kill the mages and it turns out they aren't abominations. Orzammar is one of the very few examples of no "perfect" outcome.
Let's examine the major plot points and the decisions, then. Since the game revolves mostly around a few points it's pretty easy to do.
First major decision we'll say is Connor:
You have three essential choices here: Kill Connor, Sacrifice Isolde to save Connor (and while there you can still strike a deal with the demon if you're a mage), Or get the Mage's assistance to save Connor (again, can strike a deal with the demon)
Is there an "ideal" choice here? Sure, if ideal means good. But there's more than just the one. I understand you want direct consequences, but if every single choice had that, then it would get played out.
Second major decision involves the Urn. Do the blood ritual or don't. Not really a whole lot else to this particular decision, but ultimately you'd be right that one decision is "good" while the other is not. The not good one results in Leliana attacking you if she's with you, and regardless Wynne leaves the party. If you do the "good" option, neither of these things happens.
Third major decision we can say is the Mage's tower which we already talked about. EIther way, it does affect the troops available to you in the final battle, so you've got that as a consequence on the most basic level. Of course if you do the Right of Annullment you can't use mages to enter into the Fade to save Connor. This is not something you would have known if you decided to side with the Templars in this particular case and did not go to Redcliffe first. That sounds like an extra consequence to me. Maybe it's on the "bad" decision, but what kind of consequence would you choose otherwise? That all the mages become abominations if you don't kill them? That's just as asinine. Okay, so I talked about it. Big whoop.
Elves in Brecilian forest we don't need to go over.
Anyway, I'm getting tired of typing this so I'll go to the next good point:
Killing Loghain or not. There are many different outcomes from the Landsmeet, but immediately you have the decision to kill Loghain or bring him into the Wardens. Granting him mercy seems like the good decision, but if you do it you lose Alistair. If you kill him rather than having him undergo the Joining Alistair stays. Then of course there's the matter of whether you kill him yourself or let Alistair do it. Each of these affects the potential choices you can make when it comes to who rules Ferelden.
Essentially: it's not as cut and dry good and bad as you claim it is.
Then again, you
are the guy that claimed console game = bad soundtrack, so I guess I'd be expecting too much if I thought you could see the points people have been making.