Hah Yes Reapers wrote...
I'm objecting to the general disparity of it. I truly do not feel like it's THAT big of a difference between the two. Maybe it's just me though because I moved on from those things quickly.
It's you.
The vast majority of people put family, loved ones, and close friends as far, far above everyone else.
Assumes that players approach the game close to as they do real-life. Look at what's being said in this thread: people metagame not socializing with Kaidan/Ashley because they know one is going to die. Then often times people deliberately kill-off squadmates they don't like in the suicide mission. Again, scripped death only works if people actually care about the guy who's going to die.
Even if you take a widely popular guy like Garrus to kick the bucket, there are still going to be loads of people who won't be broken up by that loss at all. Then, those that are upset are probably not even going to be upset within the game, they'll probably just get upset at BW for making it happen.
And THAT'S why this tactic is really not worth trying. It just backfires altogether in trying to create the intended effect.
Except you haven't given a backfiring. You've just given that not all people care about all characters. Which is perfectly normal, and not reason against any character death in general. It's the same sort of 'not everything appeals to everyone' that makes different fangroups exist: not everyone likes Jacob, or Thane, or Tali.
When you have a problem that no one particular character is going to elict a response, you have three different solution-conlusions.
1) That while not everyone will care, enough will. Universal response isn't possible, or even desired. A delimma in which
enough people respond favorably is satisfactory. While not everyone likes both Ashley and Kaiden, enough do that, while they may favor one or the other, Virmire draws weight from most of the audience.
This is the 'good enough' approach. Enough people appreciate something to justify it.
2) Broaden the scope of effect to include more characters to reach a better target audience. Not everyone cares about Ashley or Kaiden... but almost everyone cares about Ashley or Kaiden or Garrus or Tali. Reworking delimmas (expanding individual ones, or adding new ones) so that everyone has an investment in the mix. You may not care about a particular character on one occassion, but you would another on a different occassion.
This is what the Suicide Mission tried but failed to be by tying individual characters to their potential death. Not everyone cares about the potential vent specialists, but almost everyone cared about someone who could be one of the specialists.
3) Choose characters most likely to affect the audience. Similar to 1, but rather than see if one character has an effect, look to audience polls to see which ones are most popular. If Virmire mk2 in ME3 were between, oh, Tali and Garrus, two of the most popular characters in the franchies, you would certainly have an effect. Not everyone would care... but most would.
4) Let players indirectly indicate the choices they would care about. This is a screening system in which the players, aware or not, indicate who they do care about. In a game like Dragon Age, the amount of approval/rivalry points awarded (indicating both strength of connection and time spent in party: people keep their favorite characters in-party most often and avoid least favorite, and so get more points). In Mass Effect, love interests would be an obvious mechanic of connection, and secondary might be a hidden tracker of 'who is your most common squadmate.'
When the player screens the potential cast by their own actions and trends, you have a better chance of choosing a character they care about. This is why the Alistair self-sacrifice in DA:O worked: Alistair would sacrifice himself for you at the endgame if you had not done the Dark Ritual,
but only if you romanced him. Generally the only people who would bother to romance Alistair and bring him along are, well, the people who particularly care for him.