Thunderous Cacophony said:
I like what I think DA:2 was trying to do. You commit to one side or the other, fight for them, empathize with them, and realise that just because you are on their side does not automatically make that side correct. People are justly worried about the mages because some of them do take the low road and succumb to the power they have. The Templars really are reaching too far in their exercise of authority in the name of safety. For DA:2, it was a pretty good thematic fit; you're not the omniscient hero for whom everything works out and you save the world, you're an adventurer who got lucky, worked hard, but still can't fix everything with a swing of the sword. Your choice still tells you a lot about what your Hawke believes in and stands for, it just doesn't guarantee that your choice will be totally validated.
I'd say the problem was more one of execution than of concept, and playing the game I did like how it turned out. I definitely wouldn't call it a betrayal.
I think I'm going to adopt what you said as my new head-canon for that game.
Previously I saw it as the devs not wanting to waste a perfectly good boss fight just because you happened to side with one or another. Or...some reason. But seeing how BW games' strong point for a lot of people is replayability, that didn't make any sense. And having BOTH sides show how nuts and wrong they were weakened any consequence of the choice. For me, it would be so much HARDER to choose the templar side if it ended with Meredith slapping me on the back and telling me what a great job I just did. Gah, I get shudders just thinking about it. But having the ending be an inevitable claymore mine the player was going to step on because he/she was NOT the perfect hero for a perfect ending...yeah, I think I like that better.
My greatest gripe about ME3's ending were the plot holes. It's hard to end a story as massive as the ME trilogy in a game, much less do it satisfactorily. I was fully expecting my Shephard to die by the end of the trilogy halfway through ME2, and I was not expecting the ending to answer all questions or be hugely satisfying due to the constraint of tying dozens of disparate threads into a knot. But when Garrus, who was on Earth right next to me - or possibly spread out into Turian jam all around me - one minute ends up on my ship fleeing the solar system ahead of exploding portals the next...Suspension of Disbelief left with him at light speed and then everything wrong with the ending was just ten times worse. Once the patch fixed a few of the plot holes - clumsily, but hey, I wasn't expecting all that much - then I was okay-ish with the ending.
Still pissed off a Rachni queen showed up, whether I killed her or not, as well as other railroad story moments, but other good moments made up for it.
OT: Since I'm one of those gamers who can ignore a lot of gameplay flaws if the story is good and the world immersive, a botched ending can really ruin my moment. NW2 takes the cake in my book, though now I can look back on it with irony and amusement.
Rocks fall, everybody dies

(Unless you get the sequel).
But I can't really think of a game who's ending was so bad that it spoiled the entire thing for me. If the story and/or characters kept me invested enough, I'd usually force myself to interpret the ending as well as I could, or just remember the fun I had up till now. Only ME3 did the highwire act of being SO GOOD while it lasted, and SO SHITTY in the last ten minutes, that I couldn't even start to reconcile the two or try to excuse the ending. Until, as mentioned, they patched it.