By the same token, if I know a companion must die every single time that's played out, I'll avoid that quest like the plague. There is no fear of loss if the player knows ahead of time it will always end with someone dying. It's a certainty. If it's a 'main story quest' that has to be done in order to complete the game, I'll just stop playing the game. To remove agency in the opposite direction is just as silly as 'plot armor'.
*Edit* One of the most difficult choices in DA2 was 'what class to play' because it determined which of the two siblings--one of whom will always die--you lose. This wasn't fear over a companion's life, it was just a BS decision forced on me for no other reason than 'it's in the script'.
When a video game is one long, plodding, angst ridden fest of overblown tragedy where no matter what I do, companions die left and right and each death is treated as if the character was a candle snuffed out and not a 'life ended', I'd not only get frustrated as hell but bored out of my gourd. Regardless of the 'reasons' for their death, each death removes that much more content from the game. I always felt cheated because Hawke loses one sibling at the beginning. Just because. While that death is treated with more dignity than the WC/Redeemer ending, it still evokes less in me than that of Wesley, who's demise is purposeful and a choice rather than some random happenstance over which the player has no agency at all. There are examples of right ways and wrong ways to handle it in (sometimes) the same game.
Death, if meaningful and treated with the proper dignity and gravity would be fine, I suppose. I certainly killed Loghain many a run--though he wasn't a companion at that point. I also killed Anders every game. But those were player choices, not something forced onto me in the game.
If you screw up a mission and a character dies, in all likelihood I'd reload, try to redo it. If knowing no matter what I do someone will die, that's a deal breaker for me.
This is a video game. I want to have fun, not be 'treated' to an E ticket roller coaster ride of angst upon more angst upon more angst. That's not good writing, that's just Twilight.
(Added a TL;DR version on the bottom)
To the bolded texts:
1) Im not a fan of a character suffering an unavoidable death, unavoidable deaths should not be in the game unless under very - very specific circumstances. I agree with you that 100% death of a companion removes fear for that companion's life. It removes any element of surprise. I agree with you on this.
2) Im not talking about companions dying left and right. Im not talking about being afraid for Solas to be sent to the local fish market for food with lethal dangers on every corner.
3) Companion deaths if done properly and being a result of your player choices and actions (or inactions / neglect / poor judgement) does not mean that companion loses value. The tragedy of such a death makes it even more meaningful as an emotional impact on the player.
4) Deal breaker for me aswell.
Sylvanaeri you seem to mistake my intent (I think). I want there to be a possibility for companions to die in the story line, based on your actions or inaction or your way to handle certain quests and such. I want there to be a possibility of messing up, leading to the death of your companions. But I want this possibility, and note the word - possibility (not a 100% occurence we have no power over) to be meaningful in the way that we as players can look back on our choices if it happens and go: "wow... because I did A instead of B, and then put companion X in position Y - that most likely caused this to happen".
Some people here seem to be under the misconception that those of us who want player companion deaths to be a possibility, is sitting there with popcorn all "GOD I HOPE THESE GUYS DIE LOLZ" like some sort of psycho-club.
I can only speak for my self, but I think companion deaths should be possible - because it adds value and thrill to our decisions. And IF someone should die, then the sorrow and emotional impact gives you motivation to avenge them or such.
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TL,DR:
Companions being able to die should be possible.
The way they die if they do should make sense storywise and logically.
The reason of their death should be due to player inactions, actions, choices, neglect, betrayal etc. Meaning player agency as you call it? And not due to random 100% events completely out of your control.
One person could complete the game with all companions alive.
Another could complete the game with most companions dead.
This adds replay value, and real sense of loss if they do die. The best way Ive seen this handled is ME2 suicide mission, but to less extremes. Any one event or choice shouldnt (in most cases) lead someone "to their doom".





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