@neprostoman, what you are doing in your explanation (and I am sorry if I understood you wrong) is knowing and end and then tailoring the play-through to suit it. The argument here in general seems to be that Wyll's current evil ending isn't one that you couldn't organically reach without knowing it in advance.
In my case, yes. I am not 100% sure about the first playthrough, since I played as a custom character. I believe the developer had exactly this in mind. Sven, in one of the pre-release interviews, recommended to play the game as follows: firstly, as a custom character, then as each of the companions and only then as The Dark Urge.
However, this is the same approach I used when playing as a custom main, just going with the flow and seeing where it leads you. I can totally envision this as applicable to any first playthrough, not just the custom one, even especially so. Consider this - while you experience the game first hand as an origin, you actually avoid railroading the plot, since you don't know the baseline choice for any scenario ('good' choice, in Wyll's case). You are even more free to make your own decisions that can result to a polar opposite of what's been in store for the character originally.
The main reason why I heavily oppose any of Crimsomrider's ending ideas is thus: this is a game about our unique stories, about OUR stories. Not only Crimsomrider's. His choice of endings is too closed, too specific. This might be his story, but it is certainly not mine. I'd rather prefer an open ending with a possibility to interpret, rather than 4 fleshed out endings I get sucked into every time.
P.S. Of course, with an open ending there comes a chore of interpreting it for yourself based on your ability, but it is a toll of any RPG worth playing, especially the one related to DnD.