To Lumpy:
I do not consider neutral endings meaningful, since they are not a result of player's actions throughout the game. They are analogous to deus ex machina plot device, except that it's not the salvation that comes "ex machina", but a moderately big screw-up.
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I agree that there is no reason for optimal ending be the default one. In fact, achieving good results should take some effort, that's realistic.
However, the game did not provide any information about things I needed to do in order to get the good ending. Moreover, it depended on fulfilling couple of conditions, none of which were even hinted at as a salvation. Ther was no logical connection between them and the main quest. All I could do is guess, or meta-game, sticking my head out whenever I could and actively seeking out adventures. Obviously, that's what the designers expected me to do.
This is what I call a "lottery" design. There are winning tickets, but they are a few and you get them by chance.
I did not have all the piece of the mask, because I did not sleep udner a mossy rock (according to the contest here). Even the description of the situation sounds like nonsense. Heck, why someone with a curse that consumes him from withing would camp under a goddamn rock? To see a cool dream? (Yes, you could plug in a meta-gaming motivation here, but there are meta-gaming motivations for anything.)
Even later in the game, when I had the other two fragments and was able to deduce that sleeping under that rock would give me _something_, I had no way to know how relevant that "something" is. So I did not travel 17 days just o see a cool dream. That's a _logical_ thing to do, and I insist that it is what role-playing is about - making decision as if the situation in the game is real, rathe than doing cool shit for the lulz.
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What's worse, this design is presistent in MotB.Most of the "choices and consequences" people mentioned here are bonus content. It's not "choose A or B, and get X or Y" respectively, it's "do A and get X". Moreover, there is usually no information about A, and you can't deal with (the lack of?) X, it just happens.
I would have liked to see more of a continuous process. You gather information, you set your goals, work on achieving them, get the results, deal with the results. Not just do something and see what happens.