Maelora wrote...
There are a lot of games which offer 'tighter stories', notably Final Fantasy type games.
Well, depends on your definition of "tighter story." Final Fantasy is hardly the quality of writing I'm looking for.

I have to admit I have no experience with XIII, but I did play a significant amount of XII. The story was linear, yes, so I suppose it was tighter in that it had no trapdoors or forks through which I had to decide to go one way or another. But the writing did not impress me at all.
I suppose the kind of freedom I
am looking for, to tie back in to the thread topic, is some opportunity to be truly confused about what I should be trying to do, not just which party in a binary I should choose to help me in do the unquestionable task of saving the world. That's one area where I hope DA2 can improve on DAO. DAO did succeed in having some tough choices, but they were all framed through that old "save the world" story.
I had the freedom to define my Warden's personality, sure; but at the same time, I didn't have much opportunity to define the Warden's role, and that restricted my Warden's actions quite a bit. That leads to some weird circumstances where my self-interested Warden had to do some fairly selfless things in the name of ending the blight, because going AWOL was never an option. (I guess even the evilest of characters is just supposed to accept the notion that no one else could possibly do the job?) Similar problems with my first Warden, really, who started out as a fairly upstanding person, but ended up making some pretty callous choices. She definitely did not take the journey I had initially pictured or intended for her, and did not end up being anywhere near the person I pictured when I did not realize how dark the game was going to go. I did enjoy the journey I did take, but I did not feel the game was leaving my characters within my control. The best I can say for it is that it often felt like it was the story that was forcing me to re-think my characters - or, more immersively, forcing my characters to re-think themselves - rather than options being cut off for no good reason.
It's a tough balance. The only games I can think of where I felt like my leash was truly invisible are PST and KOTOR 2. (Same Lead Writer, heh.) The Mass Effects have also done a pretty good job, although not perfect; but then, as you say, that's partly because it sets expectations lower to begin with.
No idea if DA2 will leave me feeling the same way. But in some ways, I'm happy to leave an expectation of full control at the door, if that means that the more limited control I do expect will actually be fulfilled.