Really long games can be a chore, especially if it's always the same scenes. As for no alternate scenarios, let me be concrete and give my opinion with an example. I can tell you I absolutely don't care about Leandra's death now. It's all "oh well, let's just go and watch her die" because there's nothing else for us to do in that mission.
Imagine a book where you read about Hawke following Leandra's trail. Even if you know what's going to happen you're an spectator, it's Hawke the one doing stuff, so can empathize with her every time. But when the game puts *you* to follow the trail, and you have to follow it even knowing what's going to happen, then you just feel dumb. This isn't a book. In games we control the protagonist, or we should. Please give us possibilities. You can argue all you want about roleplaying and metagaming, but despite everything, the fact that we're controlling the protagonist changes the rules. It makes enjoyable stuff we see in other media not so enjoyable here.
You can think alternative possibilities conflict with the story you want to tell. It's very fine if the story you want to tell includes Hawke desperately pursuing a lost cause like in Leandra's death. I understand the problem with that other quest in DA:O where you thought the most dramatic and good scene involved a death but everybody chose to avoid it. You wanted your story to include that death for dramatic effect, players however felt another outcome was the best choice. So in DA2 you simply didn't include another outcome. Unfortunately that removed player agency and the role playing part suffers because of it.
But there is a way to reconcile alternate scenarios with the ability to convey the story you want. Why do you think the vast majority of players have Mordin dying in ME3 even though there's a chance to save him? The writers had their cake and ate it too there. They had their dramatic death and they included alternate outcomes, which vastly improved replayability. And everybody loves that scene. What's the trick? Simple, his death made a huge lot of sense.
His death was worth more than his life. Sadly, Leandra's death is random, nothing to do with her, no cause, no consequence, so it makes for a bad story. When faced with pointless random drama, it's no wonder people feel Leandra's life is worth more than that.
Modifié par Nyoka, 12 juillet 2012 - 11:30 .