SystemShock7: ... and how many dragons have you ever seen impaled with a tree trunk? :)
Say you see a werewolf impaled, do you think it survives?
Or a Highlander?
It's fantasy.
link1264: The point is, the end result of leaving the dragon alone is not clear due to how that particular scene was displayed. When a game gives you choices, especially in RPGs which are supposed to be about immersion, it would be nice if the player can look at the choices and know what each one means so they can have some illusion that they are actually making the choice. And if you are actually making a choice, it is understand that know what the intentions of your actions are. But with the way that scene played out, picking the choice to leave the dragon alone is like blindfolding yourself, throwing a dart at a board and then see where it landed after the fact.
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I do understand what you are saying, but think about it this way:
I don't know if you played the first Witcher, but one of best features of Witcher was that a lot of the choices you made didn't have immediate repercussions on the story, nor it was clear how they were going to affect the story, or even if they were going to affect the story at all. If we translate this to the dragon in W2, you do have options with immediate consequences depending which patch you took in game, and you also have options which may or may not affect the story, which in this case, being that the event occurred at the end of the game, we would be talking about the next installment of the franchise.
And even walking away, one could argue that, in fact, one made a clear decision: leaving the dragon to its fate, whatever that fate may be.
W2 not as much as W1, but the game really isn't about black and white, is much more about grey. Personally, I love that aspect of the game.