To me it was the complete opposite really
That's part of the challenge though, isn't it?
How do we reconcile that different people want different experiences out of their games and that often those desires are mutually exclusive.
But what I Felt was that I could end up making so many different shepards and stories and end up talking with my friends on how their shepards did their adventures. we weren't disappointed that our squadmates could be saved, a few of our playthroughs had some squadmates die because it felt right in that particular playthrough, And...when on some playthroughs we could save everyone it was for the same reason, because It Felt right.
This touches on what people want from the idea of "choice" in video games that I mentioned earlier. Some want to drive a narrative in a particular way that because that particular narrative makes for an interesting story.
For myself, I like to attempt to influence the narrative, as well as react to the circumstances of the narrative, as the game player. With this comes an actual hope that I will not have an excessive amount of ability to influence the narrative... the reality that I'm still just a small player and that I can have influence on some things, but not all things.
I don't think one interpretation of narrative choice is particularly superior than the other, on an objective level. I do have my preference, based upon my own tastes and what I seek out of a video game, however.
It may not be the feedback you want or not even that informative, but it's genuine.
I'm speaking more as a game player than a game developer for this discussion. These also aren't the decisions that I get to make, so perhaps that's a silver lining of hope for yourself? 