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May 8th, 2008, 02:46
Think about it: if door "A" leads to instant death (let's say there's a trap that kills you instantly with no other choice or save) and door "B", that leads to continuing your quest.

You might try door "A" once or twice and reload just to experiment but there really is no actual choice: you must choose door "B" to continue.

Now, expand the concept, as Scorpia suggests. Something leads to a skill check…designers don't randomly put in a skill check for nothing, so every player knows that check means something is going on, and players don't want to fail, so we reload (assuming that's possible) until we get the right result. There's a choice, but in practical terms, only one yields a "good" result.
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