And because there's no possibility of saving both it doesn't hit home as hard as it could do. Screw the people who savescum. If you work on the assumption that people will then you've removed any possibility of any sort of meaningful failure, so you either don't have any at all (which is hopeless) or just force it upon the player anyway (and then they'll rightfully get annoyed with you). Neither of those are good options. Don't mess up your game by catering for the savescummers.
Having two options where one isn't better than the other fails to have much emotional impact, or at least more than a film can have. "I've not done anything wrong, may as well have tossed a coin for all the difference it makes" is not making the best use of the game for storytelling. Whilst reloading is a way around it it's a route that quite frankly kicks in the head anyone who claims bad outcomes are "realistic". They happen in reality thanks to cockups that quite probably wouldn't happen if people could redo the same events again.
Because these options can't possibly be designed to explore what the player (or character) values most? A game allowing the player to choose whether they value their Love Interest or saving 100 lives has no greater player agency than a film? Sorry, but I think your argument is extremely flawed on that front.
As with any medium, it's all in the presentation. Trying to reframe this into some " forced tragedy" or "forced happy endings" is foolish.





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