And this is the conundrum with the term "choice." You like it because you can "choose how it all plays out." I dislike it because I feel there isn't any really meaningful choice, for me.
For me, a story where all your choices don't matter except in how they define your character sends a message of futility that transfers easily to the character I'm playing. Why try hard, why even think about what you're doing, if it all ends up in the same way? Sure, some decisions are like that, sometimes you can't make a difference, but a pattern of such decisions is depressing. Also, yeah, "you can't make a difference" is a possible and legitimate message to send for a story but pardon me if I tend to avoid that kind of story.
Also, the outcome influences how we feel about a decision. If it doesn't work out, that's frustrating, if it does, it's satisfying. I consider a good mix of emotional moments as desirable for a story. If nothing matters, that's as boring as "everything works out" only with more depression added to the mix.
So, yes, I think it is very important that our decisions make a difference here and there, that within some limits, I can influence how things turn out.
You and I have very different interpretations of the PST ending.
Possibly. That I'm not religious may come into it here. Anyway, Grace alludes to my interpretation...
This strikes me as purely meta, however. I don't see a conflict of player agency if the player's actions result in the player's death at the end of the narrative. Player agency, to me, doesn't mean "I am in control of what does or does not happen to my character" but rather that the game allows me appropriate responses to what happens in the game. The idea that the player can be placed into a spot, for instance, where performing an action results in their death is fine. But if we metagame and decide to NOT perform that action (presumably a type of inaction, if we're at the end of the game) I don't feel it takes away from player agency if it still results in the player's death.
Technically, no, but if that comes as a surprise, I feel betrayed. In my tabletop roleplaying games, there is an unspoken contract that the GM will try to keep the player characters alive as long they don't do something stupid or deliberately and knowingly take an extra risk. Not everyone plays that way, and there are campaigns where "death by random die roll" is common. Those can be fun too. Your scenario, however, sounds like "death by fiat of the GM". There is a reason why those are almost universally disliked. There are games which end with everyone dead, where only what you did before matters in the end, but....and haven't I said something like this before...potential players are usually informed in advance so that they know what they're getting into. I see Bioware's writing teams as acting in the role of the GM. There's little worse that can happen to you as a roleplayer than to step unsuspecting into a "PC death by story design" scenario.