Frankly I just think the execution was poor if the entire plan was to get us involved with the idea of Solas as our arch rival. They could have made him more involved, had more conversations with him be automatic instead of player prompted.
And/or, they could have given us the option to take the whole thing less personally at the end. Instead of just "I'm going to kill Solas!", "I'll have to stop you.", they could have put it more like "You need to be stopped."
And a large part of it is just personal preference. I find the whole "I'm the only one allowed to defeat you" nonsense to be a terrible cliche, and I don't want to be forced to play it straight.
But...anyone we play will be "the only one allowed to defeat" Solas. I agree that the execution was poor in DA:I (I felt that way about most of the game) but there's a ton of potential there. Even if you only had the mandatory three conversations with Solas (and one in Trespasser) and just ignored him the rest of the game, that's four more interactions than a new protagonist would have. Even if you or your inquisitor feel nothing about Solas and don't care that he was responsible for everything, lied the whole time, manipulated you, etc...they'd still want to stop him for the simple reason that he's trying to destroy the world and that's the only reason a new protagonist has as well. Why would stopping someone in order to save the world (new protagonist) be any more interesting than trying to redeem a friend or trying to kill a rival who betrayed you?
The new protagonist each game was fine and dandy until they started continuing storylines from one game to the next. You can't keep the same storyline, the same antagonist, and yet randomly put in some new protagonist with no relevance. It doesn't make sense. If DA continues, I think BioWare should stop doing "save the world" stories and start doing smaller scale, linear stories so that each game can be completely separate from the last.





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