Fast Jimmy wrote...
And how did you meta-game the Bhelen/Harrowmont choice? The Anvil of the Void choice? The Virmire Survivor choice?
You made those choices based on what YOU liked. What YOU believed. There is no "right" answer there across the board. This is because here is an equal choice. They are not equally bad choices in all cases - but there is no clear "winner" choice with better outcomes that greatly outweigh the other.
Contrast that with the Isolde/Connor choice, the Werewolves/Dalish choice or the Urn of Savred Ashes choice. There is clear "happy" alternatives to these and then there's alternatives that anger companions, possibly to the point of killing them, alternatives that give darker endings with no positives (the werewolves to crazy and slaughter innocents, the cult sends their High Dragon to eradicate nearby villages, Eamon becomes depressed and dies if his wife or son is dead in the following years...). All in all, unless you just want to have the dark, worse ending, then the player has little reason to choose them.
Some players want the ability to play an evil character, but that's not how these choices are dressed up, either. They are presented as hard, ethical choices that require the player to make a hard call... but there is no hard call. There is simply the most obvious, altruistic way to save the most people, which gets you the rainbows and sunshine endings. And that's not a hard choice at all.
It's interesting that you use Orzammar as an example, because I loathed the ending to that quest. Instead of making me go "ooh what an intriguing choice between a fool and a murderer" it made me go "I have lost all ability to give a crap, I hope this horrible place burns". Binary
choices with slightly different but equally dubious consequences make me care less about the
story, not more, and usually result in me just flipping a coin to get it
over with, therefore making the choice far easier than if there was a better third option - not exactly the emotionally-invested agony I suspect those "hard" choices are supposed to invoke. The end result was that I felt that nothing I did really mattered, and left me frustrated and apathetic. I felt that way for most of DA2 (when I actually had a choice at all, that is) and I seriously don't want to feel that way for DA:I.
A better solution, I think, instead of cutting out brighter choices to make the DA world nothing but Orzammars (god help us), is to give better practical benefits for the darker choices to encourage people to seriously consider them outside of pure roleplaying. What was the benefit of letting Redcliffe burn? Of sparing the werewolves? Of killing Connor? What did my PC actually get for being a jerk? There should be some prize, more wealth, more power, a stronger final army, something, but that doesn't mean the prizes for being as decent as possible (saving more people), or for being neutral (giving people the means to make their own decisions), shouldn't be there, too. The benefits should all be unique, instead of isolated to one ideal choice, or just plain nonexistent across the board. (I REALLY hated Orzammar.)
Modifié par darkmanifest, 01 septembre 2013 - 02:13 .