Great writing allows a reader to become attached to the character (characters) written, where one will feel all of the character’s heartaches; one will be in that character’s world. So, the result is that the reader (or player in this case) becomes so involved that he/she desires a certain outcome. We shouldn’t want the writer to bend to our will; we should appreciate the characters as he/she is written. If Bioware decides to pursue a less punch-line type of romances, I would hope it is from the writers’ desire to do so. If Bioware is writing for the time, medieval, we must accept how the character is portrayed or written. We are having this debate here because of the writing. It is excellent in Dragon Age: Inquisition.
I do not think anyone here is doubting the skill of the writers in being able to draw us in and encourage us to care for the outcome of a character. We wouldn't be having this conversation if that was not true. But I think this matter is where the distinction between writer and reader, and writer and player can be seen most prominently. The experience of the writer may be for each character and game to be an exciting (or grueling) new project. For Dragon Age players, however, the experience may be (perhaps not even consciously) a commitment in itself.
I cannot speak for every type of player; a lot of this is subjective, and I can only speak for myself and those who find themselves in similar situations. In the case of this thread topic, each LI sub-plot (if having been unlucky in blind picks) has been engaged, explored and either met it's tragic end or is still, after 5/6 years, unresolved. Each time this happens, since Origins, a weight is formed and carried somewhere inside of us. It isn't just unresolved - it is being added to every game. The weight gets bigger and bigger with no closure. It may lessen over time, or it may not.
This may be true for any type of story, really. But what separates novels from games is that direct link of interaction and choice; putting a piece of yourself into it. Technology and graphic capabilities are only going to increase in quality, making it easier and easier for us to respond to the characters we connect (and don't connect) with; and we need to be increasingly aware of how player's sensibilities and mental/emotional states are held captive to these things...
Conversely, it is always arguable whether writer's intentions are ever valuable at all. Would consulting the oracle when looking for meaning invalidate any subjective response we may have? Or, once a piece is created, should people be free to interpret it in any way they wish? If there are a significant group of players who interpret this ongoing barrage of painful stories as no longer enjoyable, is this not to be at least considered?
(Hopefully that made sense! >.< )





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