I think their point was closer to "actions which are coded 'good' shouldn't always have beneficial results when compared with decisions which are coded 'practical/logical'", meaning that a saint-playthrough shouldn't be the "Instant access / I win" -button in terms of rewards and content.
That's deeply unsatisfying to me, too. It problematically places two things that are not opposites on opposite ends of a spectrum. "Practical/logical" and "good" are not necessarily different things.
An example. In international politics, the framework of "Realism" was popular for a long time. Still kind of is. Realists were apostles of
raison d'état: the politicians and diplomats of a given country should look out for their own country's best interests to the exclusion of other things. Allies were untrustworthy. No other country could be allowed to become powerful out of fear that that power would be used to threaten you. Some theoreticians and politicians eventually turned this into a doctrine of "balance of power": no one country could be allowed to become too powerful out of fear that it would, y'know, use this power for evil ends. Or something. It's a very self-interested system, in which cooperation is for schmucks, and allies are only matters of convenience.
Problematically, though, "realism" was and is neither descriptive nor predictive. Nobody can define what an objective "balance of power" is, and whenever anybody asks a diplomat for a given country, her response would always be along the lines of "everybody weak except for my country". That's just an excuse for personal power accumulation, not a recipe for peace. And, in fact, interventions to "save the balance of power" resulted in more war, not less. The periods of time when "balance of power" thought has been most influential - the late eighteenth century, the early twentieth century - were some of the most violent and unstable in world history. Explicitly looking out only for number one, abandoning allies when most convenient to do so, snatching up slices of territory wherever and whenever possible...these were all moves that embittered countries' leaders against each other and made wars more likely and frequent. It's no accident that the greatest practitioners of Realist diplomacy were Hitler and Napoleon.
What made peace and prosperity possible was the abandonment of these ideas and the recognition that international relations would have to be founded on a balance of satisfactions and security, while subordinating other interests to the peaceful whole. The Congress of Vienna, and the subsequent "Congress system" of European politics, did this beautifully. It was deeply pragmatic, but it was also founded on what most people would consider to be high moral principles and "good" moral outcomes. It resulted in vastly fewer wars, vastly reduced international strife, vastly increased commerce and trade, and other side benefits like the end of the slave trade. Yay?
See, "pragmatism" is kind of an instant-win button in and of itself. It's quite explicitly the "best" choice by the word's very definition. And that's why I don't consider it to be a desirable alternative to "good" or "bad". Renegade in
Mass Effect was often marketed as a pragmatic option: making the hard, but correct, choices for the greater good. I'm glad it didn't turn out that way, because that both creates the misapprehension that "bad" is "better" and also because of the "I win" button thing. If the game had to have Paragon and Renegade options, then spreading out the "good" and "bad" consequences between them is the best way for it to have worked.
But with
Dragon Age, the bizarre explicit morality coding doesn't exist. There are choices, and there are consequences. They can be interpreted according to personal morality, or they can not. I'm not entirely sure what the issue is. Like I said earlier, not everybody in this thread even agrees on what many of the "good" choices in these games might be. How can there even be a discussion - let alone an argument - without some basic common ground?
I'm saying that if the player can't reasonably determine consequences of a choice, the choice is basically meaningless. You might as well have asked the player to flip a coin.
I'm telling you.
Monkey's Paw choices.
"So if I understand the question, the choice is either to leave the world - the universe, reality, whatever - as it is, in all its darkness and disrepair, or to make, ah, mmm...one thing...happen the way I wish it had happened. Knowing in advance that any consequences, for good or ill or otherwise, are wholly inconceivable. [...] I only want to know if it's real. If it's true. If I choose to...to take it back...will it happen? That's all. All I want to know. All I need to know. If I decide to change it, will it change?"
"Maybe."
"Maybe? That's...all? After all this? All you can give me is
maybe?"
"Duncan...I thought I was being clear. I guess I wasn't. It's not the change whose consequences are unknowable. It's the choice. One possible consequence of the choice is...might be...that your change can happen. That's all I can give you. That's all there is."
"So you're telling me my choice might destroy the universe...for
nothing?"