I might be more sympathetic to your argument if you wouldn't pose the most unreasonable and ridiculous scenarios. Do you really believe BioWare would ever make such a convoluted and deceptive quest line as to "pick a flower" from a random girl 30+ hours in the past so that Iron Bull doesn't randomly get a dagger in the back?
I understand you are absolutely against any kind of death and believe it is all "cheap storytelling." You are more than entitled to your opinion. However, most of the greatest games I have personally ever played dealt with tragedy or death in some way, shape or form. I can understand your frustration with characters dying beyond your control, but I cannot agree that death cannot be used as a way of enhancing and progressing the story in a meaningful way.
I am a proponent of your decisions having consequences. However, I do not believe we should be able to play God and save everybody. Some things should just be out of our control, as that's what makes being a hero meaningful to begin with. You can't control what the villain does and who knows what suffering and turmoil he/she may cause amongst you and your friends. That doesn't mean you should give up if a friend dies, or that you should be able to save everyone just because you want to.
I feel at this point we'll just have to agree to disagree, as you clearly have your views and I have mine. I would find it tragic to storytelling, and art in general, if we always have full control over the fate of everyone. That leads to a rather mundane, uninteresting, and boring experience where there are no risks and there are no consequences. Why even play the game to start if you already know how it ends before you even begin?
Okay can you please give me an example of what you're talking about with this. I am not trying to pick a fight, I am genuinely trying to determine what your meaning is, but it's difficult for me to glean what your purpose in the debate is if I'm not at least perceiving a common ground here. I think our viewpoints are a matter of differing perceptions of what the other means.
First of all, let me start with "I am not opposed to death in a story". But by the same token, just throwing death out there 'just because' isn't good storytelling, either.
You say you're not a proponent of the ME2 suicide mission--which means zilch to me. I haven't played ME2. I can only assume you are referring to "No matter what you do X" dies. Are you referring to a "Leandra situation" where a death--preferably to an NPC not a companion who would be...you know actually useful--is a part of the overall story and completely out of our hands? Or to borrow my example of 'you failed to do X in this mission so Iron Bull dies'--poor Iron Bull, I shouldn't pick on him, but he seems a tough guy, he can take it.
In the first two of these scenarios, agency of the death is removed from the player entirely. You aren't playing God. But then the death it causes is 'cheapened' knowing it's going to happen every single time. There is no 'fear' of it happening. It's part of the story, and thus it's impact is lost in a video game touted as 'decisions having consequences' and player agency is considered important. The Leandra thing, became a joke after 12 runs because it loses it's impact knowing 'it's always going to be there'. All it did for me was make me averse to doing it, and groan with the frustration of knowing I had to do it in order to progress the story. I hardly think "frustration and aggravation" was the emotion they were going for when they designed the quest.
And in the third instance, because something was missed by my Inquisitor, Iron Bull died. Making me go back to my previous save and repeating my steps to accomplish the thing(s) I failed to do. Again, this is 'contrived' because it's an element of the plot. You know it's there, there isn't any surprise to it. And in this instance, you can go back and retrace your steps (as annoying as that may be) to do it differently and attempt a different outcome. "Playing God" as it were.
If there is another type of death you are referring to as "out of player hands" and not contrived as a 'happens every time' part of plot, please enlighten me and I will attempt to understand what you're trying to get across.
Because those deaths happen in the game already, and more often than not, they haven't been implemented well. *Points to Hawke Sibling vs Ogre, Leandra's death, the WC/Redeemer ending Post Coronation bash.*
If the the death is a "Wesley situation" I felt it was better implemented and more impactful than random death as part of the plot 'just because'.