GodWood wrote...
This seems to be a view that's especially common amongst the Bioware fanbase. Simply picking whether you want a happy ending or a sad ending is not a good example of choice and consequence. A good example would be two different endings that both have positive qualities and negative qualities which are a direct result of one's actions.iakus wrote...
This. All of it.mopotter wrote...
And because I don't want to play a game where the ending is the same every time. I want a variety of endings at least two endings with different ways to get there depending on your choices. Choices where some have a "happy" ending with LI and some friends and some choices where ending is sad and depressing, and maybe some inbetween.
This is choice mattering
That's choice mattering.
Why don't we just say it.... We want DA:O ending. Where the choices we made mattered in some form or another. And the only way to get a "sad" or "Happy" ending is to die as a result of it or not.
Also, I also don't want characters to nessarily die just because "it was writen" that way. Like with your sibling in DA2, your sibling could die/go into greywardens/templar or circle. That is a good place where, your choices mattered.
The mother dieing because of a crazy bloodmage, you could call that a forced death. And with a sibling death because of the deeproads, could really make for a pretty sad story.
Also you could say the ending was pretty forced, considering you had to kill both sides but it was you sided with the templars and ended up ruling the city (which is kind of funny for a mage to be there) or disaper with Isabella.





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