The decision is whether or not you have your forces defend your Keep, where you can maintain a strong control of the region, or save the Village, which we assume the Inquisitor has developed friends or bonds with in previous encounters. Of course, the devs have hinted that there could also be a way that if the player worked hard enough, they would be able to save both.
Let's assume for a second that the way that saving both groups is through sending your troops to one location (say, the Keep) and then having your party go to the other one, taking out the threat there.
Now... what if the encounter was made incredibly hard if you tried this "cowboy" method of saving both (after all, you are working to take out a group that would otherwise take a small army) and, if you failed and had to reload, the game would not let you try the "cowboy" method again, but made you choose between the Keep and the Village, as a true struggle? This way, it would be exceptionally difficult to get the best outcome (ideally, even on the lowest difficulty levels, the encounter design would still be tougher than the regular fights on the same difficulty level, but with the Narrative/Easy difficulty boosts).
While many would call this sadistic (which, I'll admit, it pretty much is) I also think that it would help alleviate some of the stress from gamers. Why? Because it doesn't force the gamer to keep retrying. Many feel that they would have to keep reloading a bad outcome until they get it right, resulting in frustration. Yet if that option is taken away and the player more or less prodded to keep moving forward in the game and owning up to one of the "harder" choice outcomes, I think that would be a very interesting method to offer a happy choice and not, by the same stroke, make the best option the only one people go after.
I know this form of suggestion will be regarded as pure devil-spawn of an idea that stomps on people's experience and gameplay preference, but why doesn't everyone go ahead and confirm that for me?




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