>>65813
>All games are made to be beat…
>…when people design games they make sure the content they make compliments the game well for the users…
That's and ideal, or at least an example of "good" design, but not as much a standard for indie projects. Of course, what "compliments" existing content is really up to opinion. One example I can think of is the PSX port of X3, where It seems most people have a strong preference one way or the other.
>Your optional character example doesn't apply… A better example…
A far more descriptive and topical example to be sure, but as far as my point goes, regardless if it's major story and character impacting decisions, or (not) choosing an annoying (not?) loli to be an optional character on my intergalactic fantasy arpg team (Sulfur Tri-Oxide), or my option to shoot all my enemies only in the testicles, all are equally as "canon" as far as plausibility and viability goes. 65814 says it better than I, but I've always looked at it as "being the sum of your past".
<…why waste resources…
That is beyond me, but as far as spending resources in general goes, my logic would guess that there's either a market for it, the dev has an inclination or niche, user submitted/requested content. Could even be just to annoy people, or even to cause an uproar and inadvertently have some twisted form of advertisement.