I didn't make any comment about how psychology works but I know for a fact there have been players who deliberately took Bethany or Carver into the deep roads to die or just didn't see it as a bad thing when they did. Not everyone is going to view it the same way you do.
Yes you are right, for most people death is the worst scenario but so what?
The living sibling doesn't add much to the game afterwards but ok I agree that in an ideal world no choice should lose you content. Ideally, content lost in one way should gain you content in some other way. This isn't an ideal world though so It can't always play out that way but I would be perfectly happy for the negative outcome like a companion death to result in other outcomes and potentially more content.
Well DA2 was rushed which may or may not be an excuse I guess. There probably should have been more significance to the sibling dying and maybe it even leading to something.
Remember that I was primarily responding to your comment that claimed there should be several ways to do something and not a right way and a wrong way. There are in fact three different outcomes as I said. One will be considered as the most wrong by most people but the other two are debatable and lead to the same amount of content later on.
I know you didn't, and I didn't say you did, but I brought it in. I am also aware what some players did and actually remarked on that in my post myself.
And let me say that I agree with you, I think the Bethany/Carver deep roads choice is far from the worst scenario in any rpg ever, I was however just using it to point out that there is a irregularity in the choice and that I personally, and other people, prefer choices to have an equal amount of content or consequence instead of an uneven amount.
It was not my point to say that "those who had Bethany killed did it wrong" but that the choices are not entirely equal and that the best kind of choice is the ones based on a morality as opposed to payoff. Payoff is what will make a "better" or "worse" choice, but morality is a fluid concept that everyone can play with.




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