Brockololly wrote...
Then again, I don't have a problem with something like Redcliffe and Connor, but I see where BioWare is coming from in that they don't necessarily want possible solutions to a quest to be demarcated as "#1= terrible ending, #2 Grim/Dark ending, #3= Super Horrible ending, #4= Super Awesome Happy Sunshine and Puppies Ending!" Cause obviously once people know what the solutions are, they're likely going to take the "best" ending almost every time.
Well, I would have appreciated the Redcliffe situation more without the "save everyone and be happy" option. Granted, I took that route because I had spared the mages earlier and decided, "I'd rather take my chances and risk that something happens, than to sacrifice a mother or kill her child." I didn't know that everything would be all fine and dandy when I returned. Honestly, I expected something to happen while I was away.
Still, without that middle option, the decision is quite compelling. Both sides are quite terrible, and yet there is an option there.
1. Kill Connor. Isolde lives with the regrets of knowing that she helped push things into this direction. Connor would have likely been safe if she had let him go to the tower in the first place, instead of keeping his magic a secret. Then, she dies in childbirth on the epilogue screen, leaving a Redcliffe heir to Arl Eamon but also dying. Tragic!
2. Kill Isolde. Connor forgets what he's done, but now has to live his life with his mother deceased. He's likely sent to the tower, and never really knows what's happening. Those lingering questions probably bother him constantly, and Eamon has lost everything dear to him. Also tragic!
Is there really a "this option is better than that one" feeling here? Both have consequences that are quite negative, resulting from your personal choice. I don't need the happy middle ground. I wish that I had sided with the Templars on my first run, so that it wouldn't have been an option actually. It's this decision that makes the situation so invigorating, to me anyway.
Losing a companion to save mother would have been fascinating. Also, having Quentin go free and kill again would be interesting. There are so many routes that this quest could have taken to prove Gaider's desire for it, to show the dark side to magic. It could have done this and offered us something to live with. Instead, it was an inevitable plunge like most other decisions in the game, where I felt like there was really nothing I could do but sit back and watch.
That's why I pretty much watch YouTube clips about things I didn't do in the game now. I feel exactly the same as when I played. The involvement just wasn't as strong. (Naturally, this is all my opinion and I'm not saying anyone else felt this way.)