Hardly impossible. Werewolves are just more melee fighters, a niche much covered already; the Dalish have a nice ranged specialization.
You lose no time at all defending Redcliffe.
Killing all mages, who can do things that literally no one else can, simply out of hand is complete idiocy and uselessly throwing away resources.
The only exception to this is possibly keeping the Anvil of the Void; that requires some concern about the dwarves' future instead of just seeing them as tools to help beat back this particular Blight.
Eh, easy to say as the observer player that isn't in the actual game world. I think it's fair for people to disagree. I think it's idiocy to attempt going to save Connor, though my position as the external game player knows that ultimately that's the best solution.
Though perhaps your right and we should have made it so that those particular choices come across as perhaps better ones to make, with respect to the goals of defeating the blight.
Possibly. Every gamer inevitably metagames if they play a 2nd time through, so it can be hard to try and make arguments about issues in the games like Connor in Redcliff when we already know the optimal solution. For example, on my very first playthrough, I let Jowan do his ritual and sacrificed Isolde as I held Connor to be the least responsible for the situation, and Isolde's comment on how much time it would take to go to the Circle had me thinking that I may very well lose part of the army meant to fight the blight.
I found it that isn't the case in a later playthrough, but that doesn't take away the choice I made in my first playthrough as I saw it at the time as the most expedient one.
I agree that there's not much to do with respect to the fact that some people will use metaknowledge. My statement is more an observation that some will judge others decisions, such as the one you (and I!) made at Redcliffe, and point to the metaknowledge that there's an ideal solution.
Also true, but not every gamer roleplays that way. Most casual gamers don't...or at least most casual gamers I know personally.
Well, depending on the application of the term, it's possible that most casual gamers don't even make it through to a second playthrough (or maybe don't even finish one playthrough)
Would you mind clarifying that second sentence? I'm not sure what you mean here.
Just that ultimately the choices, in my opinion anyways, mostly just come out as different flavours. That is, because of how they exist, we can use that metaknowledge to state that some choices are better than others, because we know the consequences of all choices. And I definitely struggle with this myself. It's actually why, particularly at the end of the game, I am okay with endings that provide much less closure. Like the end of Deus Ex (original or Human Revolution), where I can know the immediate consequences of a decision, but don't know what the long term effects are.
If one of the choices has an epilogue that is clearly superior, it can feel a bit like "well you chose poorly." Though I think I'm getting better at this, personally (for instance, I enjoyed the Kuei-jin ending in Bloodlines. Although no ending in that game really goes into long term consequences either).
So maybe the idea of "this choice is clearly bad for the local situation, but makes solving the bigger quest easier" is something that might be more interesting?
Mostly just a philosophical point, really. Food for thought of "what are interesting choices in an RPG."