Dave of Canada wrote...
Let's take a basic look at Redcliffe, it's entire premise and how it failed at creating a difficult decision. When you're initially presented with the Redcliffe, you're told that Connor has temporairly regained control and you've got to pick how to deal with him:Plenty of reasons to do all three and avoid all three, though it's interesting of note that the third option has no consequences unlike the previous two, something which makes it the superior decision in the long run. The game's written to imply that things might go bad but it never does, leaving many players with the ultimate satisfaction of "I WIN".
- You kill Connor.
- You kill Isolde.
- You go to the Circle.
This reaction makes me groan hard, it's less about caring about the narrative and the themes which the scene were trying to portray and more about celebrating how you "won" with little regard to the actual writing. The other two decisions--which make the player feel uncomfortable--serve their purpose but are unfortunately invalidated as no-one will bother to take it among the "happy ending" crowd.
"WELL IF YOU WANT TO BE DARK AND EDGY, IGNORE IT" doesn't work as an argument, my character can ignore it but I--as a player--cannot and this leads to me feeling nothing but failure, a reaction which you shouldn't feel as a player.
This was especially worse in the Mass Effect series, where the Renegade alternative would often be invalidated by the Paragon option and resulted in useless sacrifices which made you hated by everyone for no reason. The only time which the Paragon player was forced to do a decision which didn't yield significant better results was the ending (which, surprise, is hated for not being "happy").
The fact that people dismiss you winning over the Reapers and freeing the galaxy from them forever simply because the protagonist dies (or if you picked Destroy pre-EC, wouldn't reunite with their LI) simply goes to show me how many people simply don't care about bittersweet writing because they don't understand it.
Any "make choices lead to a good ending" demands simply asks for the player to have the option to print out a cheat-sheet which will make them not feel any drama at all, something which a lot of people did when they found out Alistair won't marry their non-Human Warden and ditches them.
You're supposed to feel uncomfortable, you're supposed to dislike that you didn't get the ending you wanted. That's the entire point of bittersweet, you won but with cost. A victory without cost feels empty, neglectful of the true realities and horrors which people might be forced to experience to achieve their victory.
Redcliffe wouldn't have been nearly as "happy" if you could actually earn that happy ending. Say, by having the townsfolk equipped with decent arms and armor by way of Owen, recruit Lloyd, Berwick, Dwyn and his men, boost the morale of everyone, use the oil in the store, and spare Jowan.
And lose no men during the fight itself -- which is hard, as Lloyd often goes out charging against the corpses with naught but a dagger in hand.
Then you hear about how while you were gone, the possessed Connor started attacking by creating more corpses, but the townsfolk prevailed because A) they weren't as numerous,
And depending on if you did or did not do those things and if you've saved the Circle already, the results might be slightly different. Not so different to warrant importing over, but different enough to feel like your actions -- or lack thereof -- changed how the game played out.
Still, one might argue that the option itself is still bittersweet in a way, but not ideally so. The town's faced corpses for many nights now, often having more and more people die and be brought back. The castle's soldiers are gone at best and dead at worst. Eamon's still on his deathbed, barely clinging to life.
And when you save Connor without anything bad happening during your trek away from the village, you have accomplished something at a price. Just a price that happened long before you arrived.
Which might strain the connection said price holds over you.





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