Sylvius the Mad wrote...
Then why, when Duncan told you to come talk to him when you were ready for the ceremony, did you then go talk to him?
To tell him I was going to quit. You have that option, and Duncan says it's
not an option, and you're not allowed to pull a Jory. Just like how the game forces you to actually listen to Duncan if he conscripts you.
It has everything to do with the choice. If you don't know what the choice entails, then you can't be accurately described as having chosen it.
But you do know what the choice entails. The choice is always explained to you. What you're talking about, again, is a dialogue choice. But saying that the dialogue choices are (in your view) restricted, is not the same as saying that the behavioural choices are unknowable.
If I ask you to choose what's behind Door #1 or what's behind Door #2, you're not choosing between a car and a goat - you're choosing between two doors.
But that's not what you do in DA2 or ME1-2. You choose a car or a goat - but you don't choose how you say you want a car or goat. It's like pressing a button that says "car" or "goat"
What the game is designed to allow is immaterial. What the game actually allows is what matters.
Th system doesn't allow it. Math does not allow theorems that are inconsistent. But an incompetent person can believe inconsistent theorems.
That you think you can do something (or that something is true) does not mean that it is true.
I would like the game to be designed to minimise those contradictions, though, not create them several times each minute like ME and DA2.
The ME series and DA2 do minimize contradictions, or at best net positives. It goes right back to it being impossible for a player to ever pick tone.