TremCenwyth wrote...
It's funny that you should use Redcliffe as an example, because I actually agree with you here. The most responsible thing to do at Redcliffe is to get rid of the demon immediately. I actually think Bioware really dropped the ball here -- if they wanted to really teach some of us a bitter lesson, then they should have had all of Redcliffe destroyed if you chose to stall and play the "not a single person will die!" type of hero. It would have really driven home the idea that your choices really do have consequences and that trying to play the hero will not always work. Sometimes doing the right thing is making the choice no one else wants to make.
Of course, we already have people complaining about how "dark" this game is -- could you imagine the uproar over having the "good" choice rewarded with dozens/hundreds of innocent people killed as a consequence? I think it would have been an absolutely brilliant move, but it would not have gone over well with many people.
Yeah, strongly agree. The problem with "good vs evil" choices in many games, is that the lack of actual consequences for your choices - or the very arbitrary consequences that you feel have nothing related to your choices and are just set-up - make most games too simplisticly manicheist.
When you have an easy solution that is best in everyway to the other, there is not really any point in chosing the "evil" path, except being evil for the sake of evil.
When the consequences ARE logical and not forced upon the player, but organically grow from his choices, I find it much more interesting. After all, people DO warn you about the danger of having Connor breaking loose if you take too much time and the like.
It's too easy to take the "risky" path when the risks are, after all, zero. That's not a "risky" path anymore in this case

The game is much less manicheist when you can take actually justifiable hard decisions and not just have a "perfect" way on one side and an "evil" way on the other.
On the Redcliffe part, I was a bit irked with all the "but it's a child !" crying. I mean, we kill abominations elsewhere without a second thought, but here, just because it's a child, it becomes horribly evil. I guess you become expandable as soon as you're no more a child.