No, it's not that I'm wanting to remove the evil choices from people who want to play that way. I'm looking at it from a narrative perspective.
When they write the story, they start at point A and have to get to point B. Everything that happens in between has to lead from A to B in a believable fashion to a certain extent. The player has to be able to suspend their disbelief and go with it to that extent that the player also believes that whatever happens in between, the path can logically go from A to B. If you break that suspension of disbelief too much, you wind up with Mass Effect 3, or at least, you wind up with people who don't believe that what happened between A and B was plausible enough for them to go with the writers/developers of the game.
So, whatever the options are for you to choose and whatever your NPCs' reactions are, they have to be believable to a wind range of people otherwise you risk alienating too many people from the narrative of the game to the point where the story and the game will fail. That's why you aren't going to see GTA: Dragon Age ... because I suspect this narrative calls for us to somehow save the world from the Rift, and we can't do this alone. And if we have too many options that are too cruel or d*****baggy, it will make too many people wonder why our companions haven't just up and left us or why they're still in it risking their lives for us.
Aside from that, choose whatever options you like, kill whomever you want, and have a ball laughing at it. I could care less. Just don't expect that the options presented are going to be ones that will derail the narrative.





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