Aside from the fact that the warden is not dead at all in DAA............
power of the awesomeness or of the import if you prefer..., the keep said the contrary but who knows where is the truth....
Some of them are just disturbed to use childbirth as currency, is not this a reason enough valid to skip the ritual? And frankly i care nothing if some .das file (my savegame) have one warden dead....(Loghain)
Anyway is good that they have neutralized the choice, if the DR will have a good outcome, the players who have performed the US,redemption or warden commander endings will be pissed off, if DR has bad outcome then the players who had performed the ritual will be pissed off.....
This was my initial thought, they'd keep stringing us along to avoid annoying one camp or another. But it's not equal both sides.If the ritual had a degree of a bad outcome, then we could still argue whether it was worth it to save a life, It doesn't have to be catastrophic, just enough for the decision to remain grey. A shiny good outcome and there's nothing to discuss.
The US is a cliché if some wish to call it such, I'd prefer to call it more of an archetype, as human beings have been telling variations on the sacrifice theme for millennia - why? Because it has a powerful resonance and people drawn to it as a satisfying story. If they mean to go against this form and de-construct it that's up to the writers but they should consider carefully. Some players will feel unsatisfied. There's a reason some narrative forms endure. As for clichés, so is "save the world from a dark force". Not to mention the "happy ever after" that the DR now affords.
Yes, it will remain a valid choice not to take the ritual if you roleplay, but if we all stuck just to that then we'd have no interest in the story arc and why would we buy sequels? Neither should roleplaying be used as an excuse to cover up bad writing. The impression I get from the ogb scenario is of one of those TV serials before writers discovered the story arc that despite what profound developments and cliff hangers they would neatly but often so unconvincingly dispose of these developments and "reset" at the end, or hand wave away a cliffhanger in the first minutes of the next episode or series. Would anyone call this good writing these days?
OK it's a game, not a TV series, the decision has to be neutralised eventually given the medium, but I no longer agree that they couldn't done something more with it. After all, not choosing the ritual had some pretty important consequences (character death) whether or not to save Amaranthine had pretty major implications for those living there. But the plot of following games weren't completely derailed as a result of having those choices. A decision can have outcomes for the people involved without having major plot outcomes. More difficult with the ogb, but it could have been done.
It could have remained grey by using the child to tell a cautionary Frankensteinen/Promethean short tale about the implications of messing with souls on a personal level, but from what I understand they haven't even done that. As someone said further up the thread, they hit the reset button.
Who would have thought such a dark choice would be so sanitised? It's ironic that in the DAO forum there is a thread discussing whether the writers regretted the "everybody lives" decision in Redcliffe, given that it seems such a reckless course. Well clearly they don't, because the DR is in danger of being the same thing except profoundly and monumentally huge.