The consequences actually fit the choice. The question was essentially this, you are dying, this is your last chance, who do you think is your best chance at survival
the endings place your best chance at survival in the same factions you chose before.
nomads
NC's elite/merc
Arasaka
We're in agreement on the way it all ties together. On the rooftop, assuming you don't blow your brains out, you're deciding who you trust most to enlist for help in solving your Relic problem. You can enlist the Nomads, Rogue/Johnny or Takemura and Hanako. The option selected leads to the ending path.
Later you are presented another choice. Leave or remain in NC. The game incorporates this choice as a consequence for your earlier rooftop decision. If you ask the Nomads for help V decides to leave NC and, as a consequence of the embedded epilogue choice, does so with the Nomads. If you cede control to Johnny and get Rogue to help V decides to remain in NC and, as a consequence, meets up with Blue Eyes and goes off to space. At this point I don't need to elaborate on the Arasaka ending. The point should be clear.
From here, sure, the game is embedding this choice/consequence pairing into the epilogue without letting you decide to enforce an idea. You picked which people to place your trust into. As a result you are now locked into consequences involving them.
I'm not sure why you're mentioning any of this here. Perhaps you think I don't recognize how it is structured. I wouldn't criticize it if I didn't.
The disappointment is the fact they structured it this way. The secondary choice/consequence pairing is a consequence of the rooftop decision. The choice itself for leaving or remaining in NC is within the epilogues. What doesn't exist is the option for the player to choose which way V goes with it. Instead the player must observe how V decides to handle it.
The context here is less important. It doesn't matter if V has to cut off their relationship with Judy or any other romance selection due to how it is structured. It doesn't matter which direction they go in the epilogue. It doesn't even matter if the rooftop decision ultimately yields a positive or negative consequence. Nor does it matter how the player interprets the endings. What matters is a choice and consequence driven game presents a choice in the epilogue to the player character but does not allow the player to pick which way this player character goes with it.
The entire point of presenting a player with choices and consequences is to let them choose and experience the results. Any time a choice is available to the player character in this type of game it should be open for the the player to choose. The player should never be forced into sitting back and watching a character they control, or are assuming the role of, make the decision for them.
You can defend it all you want. You still haven't made an effort to answer the earlier question. Do you think it's better to structure it this way? Alternatively, do you think it would be better to "pull out" this choice/consequence pairing as a consequence of the rooftop decision and present it as an independent decision? For me the second route is superior. Feel free to disagree.
As a minor addition, yes I am aware the Nomads don't have the resources to leave NC in the dust as gracefully unless you enlist their help. This isn't the only way for V to leave NC. All V has to do to leave NC is hop in a vehicle and drive. So no, it does not make logical sense to prevent V from leaving because they cannot leave with the Nomads.
The idea that the player will always know where their choices lead, is in fact it is generally not the case at all. Almost every rpg is designed to have unforseen consequences. Why do you think almost every event involves dice? Why is the GM in charge of the narrative? The consequence merely has to make sense given the circumstances. It is generally not neccesarily what the player expects.
Please find where I ever said unforseen consequences are bad or uncharacteristic of a choice/consequences driven RPG and quote it. I specifically said unforseen consequences are "fine" if they fit properly.
Where this particular instance of an unforseen consequence differs is it's not a spur of the moment, out of the blue surprise. It's a choice presented to the character. It's not a consequence outside the control of your character. Your character has absolute control over it regardless of what you decide on the rooftop. In a game about choices if the character has control over a choice then the player should too. Since, from an RP perspective, they are the character.
the player who wants a specific outcome is going to have to metagame. Crpgs are OK with this. if the player wants to play the game over again to get the answer they like thats fine.
If you want specific results then yes, you must metagame. There is a vast difference between this and making the player metagame in order to influence a choice presented to the player character. A choices and consequences driven RPG forcing a player to metagame around a choice presented to the character because the game doesn't let them choose is ass backwards.
the missing choice is letting the player choose to reject the only survival option when faced with the reality they created. The reason they probably forgo this choice is for a smoother reveal, and because they just asked you if you wanted to live right before this. I guess that may have been a mistake.
No, they did not prevent the player from making this choice so it's smoother. It doesn't happen because of some intricate design philosophy. It happened because they didn't see fit to flesh it out properly. CDPR either didn't think it was important or didn't have the time to design it appropriately. My bet is on the second one since their upper management is clearly dysfunctional.
but I don't think any of you guys would be any happier given this
Judy: I'm leaving V.... I can't take it anymore
1)Sorry Judy, I have to do this
2)I can't live without you, I want to spend my last moments with you.
choose 1):
sun ending continues as it does
choose 2):
Some time later, Columbarium in Oregon. Judy weeps as she puts a braindance in the draw. A man with glowing blue eyes in a fancy suit walks up, bows his head, then says. Truly a waste of talent, my friend.. You could have made a difference and possibly still been alive today. He puts a Crystal Palace pamphlet in the draw and Walks away as Judy is wracked with savage uncontrollable sobbing.
I doubt people would be happy with that because the gripe is not really about player choice and consequences, its about the player not controlling the entire story. Which is not what the rpg genre has ever been about.
Yes, I would be happier if the game provided this option. Nice try though.
Again, the specific context is less important. The criticism is completely isolated to the fact the game presents a choice but doesn't let the player drive the choice their character makes in the moment. V can die, their romance selection can die, you can get a sad ending, whatever. All of these would be acceptable if I had the option to choose whether V leaves or remains in NC. Instead of watching my character do it for me.
Lastly, it's not the only area where the game pulls a similar stunt. It's only getting so much attention because it's one of the more obvious examples.