EntropicAngel wrote...
Fast Jimmy wrote...
Unless, even untainted, the soul of the Old God is inherently dangerous or malignant. And, of course, you trust Morrigan isn't lying, isn't obscuring a huge truth or isn't going to use said soul (even if it is harmless) to do irreparable harm to the world.
The unknowns are the biggest deterents here, from my perspective. Which is why I think it is going to be VERY interesting when that ambiguity is removed when the OGB question is tackled.
Yet I believe the Save Import neutered the choice to a level of non-importance, so it could wind up making everyone angry here before it is all said and done.
I wouldn't say unknown means "don't find out." At least within fiction. Unknown almost universally means "found out about it!"
Slightly off-topic and related to your daily save import bash:P. I just had an utterly terrible idea for what they could do for the OGB if you saved it: have it turn back into a dragon or something and force you to fight it again.
I don't have a problem with finding out. But there is a huge issue where the future game isn't functionally capable of reacting to a choice on any level other than a very superficial, cosmetic method. If the OGB can't be anything more than a novelty in a future game, then it will be harmless. Meaning everyone who did the US did so rather foolishly.
Doing this isn't terribly bad... but with the Save Import, it means the player can go back and change their decision (even more easily now with the Dragon's Keep). That means players who feel the OGB was indeed harmless would feel jaded about their decision, like Bioware was saying "you have chosen... poorly." If there was a canon set, one way of the other, no decision would be flagged as purely right or wrong, there would just be consequences.
In FO:3, the game sets canon for events in the second game that you recruited a NPC (Harold) and that he died in a very specific location (which was not a plot death or anything that would have occurred in the game outside of a random death). This highly unlikely set of events nonetheless was assumed and made a huge, multi-quest and NPC section of the subsequent game that, I think, was awesome.
Since that level of reactivity would be improbable (if not impossible) with a Save Import system, it makes the cost of any prior game choice too steep to do anything with it. So it retroactively makes the decision less meaningful, simply because the follow through can't be big or meaningful on any scale.