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Same with finding the Blacksmith's daughter in Radcliff. Solve everything but never met her? She's removed from the game. Can't even find the corpse.
In all likelihood, the pain drove her insane (as pain is known to do to people) and she has since either fled the forest or became a wild nameless werewolf killed by a hunter/bandit or by you.
Morrowind came out close to a decade earlier and didn't suffer from it nor did the original Fallouts.
That is just BioWare's laziness showing.
Linear design is a valid alternative to open world and not laziness. It would be like me saying original fallout was lazy because it didn't allow flying planes even though other and earlier games did. Linear design gives better story telling and control over difficulty. That's why linear DA1 is infinitely better than open world DA3.
And what has linear design got to do with not accounting for all the player actions on a minor quest with a throwaway NPC? Should I name all the non-linear Morrowind quests that didn't react to literally every event and state that a player could trigger?
The ball was dropped but I think the devs just forgot about it. I mean, you can literally bed the elf girl three different ways but not save this one Werewife?
It's lazy when you don't allow the player to cure the poor miserable elf on your way to cure the poor miserable elves.
Two lines of dialog and a short detour back to check on her without destroying your vaunted story of miserable elves being uplifted out of their miserable existence only to cause pathing issues on the way to the final battle.