Reidbynature wrote...
You're assuming I hate Hawke and everything related to him. You're wrong. I just didn't like how Bethany or Carver's stories panned out.
You're also assuming that I think Bioware killed them solely because of party balancing. I don't think that either. I partly think they misjudged how to handle their deaths. I believe that it being connected to something as random as the player characters chosen class does devalue it because something like that should come from something more meaningful like being forced to save one sibling because you are incapable of saving both at the time or something like that.
Party balancing was still a factor. As was the fact that it provided some level of replayability as they are mutually exclusive, without significant additional costs (I think most can understand that true mutual exclusivity with sweeping changes and divergent gameplay is very expensive). Though there was also story reasons for this distinction as well, because keeping the dialogues the same would not have made as much sense.
Gamers shouldn't have to go "oh I'll play this class so Bethany survives this playthrough", it should be done in game as part of the rpg experience. Also, I don't think either characters personal storyline or even Hawke's storyline did enough with the death and left me feeling unconvinced of its impact on the family. It need not take away from Hawke being helpless since he would still not have the power to save everyone, but the system as it was implemented just leaves the choice of who dies to something outside of the game rather than removing it altogether.
The way I see it is, this is metagaming and is something that gamers will do regardless of how we present our choices. People will complain that it's arbitrary, but at its core all of our plot decisions could be considered "arbitrary" with how people use the word. People will feel "forced" into particular dialogues to romance the character they want, and they'll feel forced into particular choices in order to get the big plot outcome that they want, and so forth. There's nothing we can do to prevent people from deciding what they want to do with their gameplay before playing. Even the most open ended games are still ultimately deterministic, due to the nature of them being video games.
I don't mind the way it plays out, though if I were to do something different, I would have just provided a better story reason for why the class choice makes a difference.