I think that the example of Redcliffe is one of the few situations where
limited randomization might work, if it was tied to a timer, e.g. if the help of the mages is enlisted within X time there is a 0% chance of Connor losing control and causing further havoc, X+n days leads to a variable percentage chance with more added per day, and by the time two weeks have passed it's a 100% chance. Honestly, though, I think that even in such a case keeping things carefully locked down would be better, e.g. quickly solving the mages' problems makes sure that there are no further casualties, taking some more time leads to more casualties, and then beyond a certain point the result is disaster. In an identical situation, identical things should happen.
As a side point, I know some people really hate timers in games. I'm sorry, but I think some situations call for them. Even if not a timer in terms of a certain number of days and hours spent (which might "punish" people who need more reloads and resting), there could be an event timer. For instance, if the player goes straight to the Circle Tower and then comes straight back with help for Connor, that could enable the best outcome for the Redcliffe quest line. Doing some side missions would make things worse. Going to Orzammar and to the Dalish straight after Redcliffe and leaving the Circle until last should have led to a bloodbath.
To my mind, the real issue here is replayability. In situations like Redcliffe, replayability (and general writing) could have been improved using other methods, such as the timer. Another option would have been the choice to leave a party member behind to handle things while the Warden goes to the Circle. In case there are any disturbances with Connor, the party member you have left behind would handle it in their own way. As a mage, Morrigan would be the best able to deal with the early stages, but if matters got much worse she would make the cold but necessary choice to kill either Connor or Isolde. A different party member would handle things another way.
Ultimately, there are always lots of ways to add variability and added replayability. They just depend on seeing the issues at each story point clearly and having the time and resources to allocate to giving a satisfactory range of options. It's not going to be possible to give the variability of the Landsmeet or the Prison Break to every story thread, or else the game would end up being only a quarter as long. Or so I would guess, in my amateur fashion!
Modifié par Estelindis, 30 octobre 2012 - 04:29 .