Given the number of cinematic cutscenes involved, that expense would be very high.
Yes, but making a cutscene where you kill someone is an extra drop in the ocean compared to the work needed to handle the fallout.
Cinematic storytelling, as I mentioned in the post to which you are replying.
I'd describe that as just storytelling rather than "cinematic" storytelling.
Cinematic storytelling, that features a PC the player doesn't own / define, as I mentioned in the post to which you are replying.
Bioware designs their games around cinematic storytelling. They won't allow you to kill Jacob, Miranda, and TIM and run off with the SR-2, because they've programmed a different story they want to tell. They won't allow you to side with the mercs at Dantius Towers and kill Thane while protecting Nassana because it doesn't fit with the Shepard they've designed or the story they want to tell. You can't walk into Afterlife and open fire on its inhabitants, because that behavior would not suit the Shepard they've designed or the story they want to tell.
That these scenarios were part of a trilogy is not particularly relevant. Even within the confines of a single game, Bioware tends to make sure you solve the problems presented in way that they feel befits their character and story.
I'm actually quite sure that BioWare would love to let you define Shepard in the way that you want, but they simply can't for the most part. You can't run off with the Normandy in Mass Effect any more than you can become the Jarl of Whiterun in Skyrim because that would completely change the mechanics and progression of the game. You can't just kill a bunch of bar patrons for the same reason. Shepard can't be a complete psychopath because BioWare have burdened themselves with creating a universe that reacts to Shepard's behavior, and a psychopath Shepard couldn't get far in that universe. I think it's every RPG developer's dream to let the player do whatever they want while still providing a deep narrative, but of course, that's just a dream. I don't think it's fair to BioWare to claim that they deliberately restrict choice because it doesn't fit their story, because it's probably more accurate to say that they don't build in extra options because they simply can't handle them.
With the Dantius Towers mission, the problem isn't making a scene where you shoot Thane, it's designing the level such that people who choose to hunt Thane will have the same amount of gameplay as the people who choose to help him. I'll grant you that getting the option to kill Thane right before he kills Nasana (after you've fought through her mercs) could have been an option, but that seems more like an oversight than BioWare saying "Shepard would never do that." And again, it would be yet another potential loose end to tie up in a future installment.
So yes, Mass Effect isn't a simulation. This is well established, but the cinematic nature of Mass Effect, the production value, doesn't make evil choices impossible.
You can blame BioWare for trying to tell a story, but I don't think "cinematic" makes a difference.
In fact, the Witcher 2, a game with an almost completely defined protagonist, has one of the most divergent RPG stories in recent memory because Geralt is such a consistently apathetic figure. His inner circle doesn't judge him for any of his actions and Geralt doesn't want power, so he can make big decisions without fear of messing up relationships while shouldering the brunt of the reactivity onto characters who are power mongers.





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