Originally Posted by saeran
Originally Posted by neprostoman
And I care, therefore I advocate for something that benefits me, because surely I care about myself more than about you. The distinction though is in the details, while a railroaded plot might suit your tastes better, it limits players in roleplaying, because roleplaying is about, let me remind you, dear @Auric, playing your character as you see fit and the world reacting to it. Pushing specific endings can be perfect for your playstyle, but it would not hold against thousands of different playstyles. Creating thousands of endings for Wyll is surely out of question, therefore a middle ground is needed, a type of an open ending that will be coherent with the rest of the story yet not too specific to ruin someone's idea of fun.
You are not playing your own character when you play an origin. You are playing someone elses creation. If you want generic, you can still use the generic evil endings, at least that is my impression after watching them on yt. I'd like origin content to be consistent with their characterization as a companion, including their specific evil ending. Tailoring a playthrough to make Larian's ending make sense, like in your Wyll example, is to me closer to metagaming than roleplaying. Might be fun to you, not to me.

On an afterthought, my question would be why even play an origin character, if you are looking for generic content that fits as manyas possible options? That is what the custom characters are for. When I have played Gale, the only generic choice at the end was 'dominate the brain'. The other available choices were specific to Gale: what to do with the orb, the crown and Mystra. Origin characters already play in a more limited way than custom Tav, that is their point.

For the first part of your post: if they keep the interpretive endings AND add the specific ones that ARE tied to specific actions/choices, thats a good thing for sure.

As for the second part, I've already explained it. Why would all your origin playthroughs lead to a singular end in a game with so many variables? It is akin to watching a movie with an inconsistent plot, where main character acts with poor recognition of the world around them. There are certain story points for origin characters that only include specific options. Let's call those 'big story puzzles', yet story won't be complete until the whole puzzle is complete, the smaller pieces are as vital. And those smaller pieces need to fit with the bigger ones. There might be three specific options to choose at the crossroads, but their interpretation and meaning can shift from one pt to another, based on other, non-origin narrative/choices.