Dennis Scimeca said:
When Dragon Age II Fell Apart
Dragon Age 2's story is just plain broken.
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There's one point in particular upon which I wholeheartedly agree: If you give the player the choice, you must honor it. The corollary, of course, is that if you're not going to honor the choice, just don't present it as a choice -- which isn't a bad thing, it's just being realistic and ensuring your game doesn't draw attention to its shortcomings.
I find it interesting that your misgivings about both this game and
Skyrim sound very similar, but read quite differently. In both games, you feel your choices eventually proved not to matter.
Dragon Age II countermanded them, while
Skyrim simply failed to give them enough weight. Both problems are very valid, and I think they're both equal-but-opposite examples of over-balancing a particular equation:
The number of options you can offer is inversely proportionate to the impact each choice can have.
If you offer more choices, the impact of each must be toned down, so that they can be allowed to coexist in a way that makes internal sense. If you want choices to truly feel epic and world-defining, you need to carefully control how many branches that tree has.
The over-example of "too much weight" is a game that presents choices that have
no impact on the ending. In a way, that's what
DA2 did with this storyline for you. You played your character one way, and things seemed to be going well, and right at the end the game tells you, "Wrong! You're THIS now!"
And the over-example of "too many choices" is a game that allows you go in a million directions, each of them pretty underwhelming. And that's where
Skyrim is for many people. You've rocketed to the forefront of X number of elite groups (some public, some secret), you've killed potentially hundreds of the most fearsome creatures known to man and orc alike, you were once and possibly still are a werewolf or vampire, and you've either ignited or stopped a full-scale war several times over... and the best you get is a few passing mentions in the NPC dialogue.
This means we've successfully defined the two extremes. Hopefully the next step is just dialing in the sweet spot between them...