2Hard2C wrote...
Let's go point by point:
-Reusing the same four maps 500 times.
1. I agree the maps repeated quite a bit, but it was more like the same 7 maps 100 times. Bad, but not as bad.
-Setting the whole game in one city.
2. The majority is set in Kirkwall, but to say the whole game is a lie, unless you rushed through and didn't do anything.
-Enemies have a ton of HP and come in waves so the game feels longer.
3. Some have really small HP, and it varies quite a bit. You also attack faster in this game.
-Frame narrative to avoid being too descriptive about what happens between large periods of time.
4. Over 10 years, there are large periods of time of boredom or unimportance, so it makes sense in the context of the story.
-Half as much dialogue, more passive interaction.
5. False. You can't open up a dialogue wheel everytime you talk to somebody, but there is as much dialouge in the game. Also, if you completely beat Origins dialouge runs out after quite a while.
-Millions of stupid side quests that have nothing to do with anything.
6. Somebody didn't pay attention at all during Origins. Even random side-quests carry more wait than most/all of the Origins quest. One of the better changes in DA2.
-Dull environment bereft of life and matter.
7. Again, somebody wasn't paying attention during Origins. The Deep Roads looked the same, the woods looked the same, and everything was brown.
-Inability to customize companions allowed you to skip designing different armor models.
8. You can upgrade them. Look around, they are there for those who look.
-Collecting hundreds of-- literally, junk items-- to create the illusion of immersion and depth.
9. At least the junk items are marked as such. In Origins, you picked up bad loot right and left, and carrying around Deathroot and Elfroot was a pain.
-Poor character development, so you hardly care about your companions by the end of the game.
10. Talk to them. And explore.
-Lack of any substantial choices that have lasting effects.
11. Out and out lie. Beat the game, there is at least one, not none.
-Contrived ending, that tells you nothing, and leaves a huge gap for sub-par DLC
12. Except for Awakening and Shale, all the other DLC for Origins was sub-par. Moot point.
-Generic UI showing a lack of creativitiy and effort.
13. They simplified it. Deal.
You obviously rushed through the game(or have yet to beat it), and much of your criticizism is unnessesisary if you took your time with the game. It has it flaws, but it is NOT bad.
I kinda disagree with some of these points. The following is just my most humble of opinions.
Point 1: Repeated maps can be done well in some instances. For example, the Sword Base levels in Halo: Reach were both the same map, but with the environment changed etc, which led to a fresh experience in a familiar setting. In some situations, like cities in RPG's, this isn't possible. You still, however, need a way of keeping the city fresh and exciting. In my opinion this was unavoidable in a game that was mainly about Kirkwall, but at the same time, that means the main city needs to be enjoyable to be in from the start.
The other more bland locations would have benefitted from a change in the colour palette every so often,
Point 2: The majority was set in Kirkwall, I agree, not the whole game. You are valid on this point. But I still refer to my first point: It needs to constantly be fresh to enjoy it. Reward your player.
Point 3: I agree, enemy health wavered from large to small. The waves, however, were ridiculous. The enemies would appear out of thin air, literally in some cases, and it seemed like it was just to lengthen missions.
Point 4: Yes, there were large blank spaces of time. Even so, a framed narrative was probably not necessary. If you look at another example, Fable 1 and 2, the narrative is not framed, but time is still able to pass in an interesting fashion. Whilst the whole "Hero's tale" was a clever way to design the game, It left me as a gamer feeling unrewarded by my actions, because in the end it was all just some story being retold to this lady.
Point 5: The dialogue wheel was a negative aspect. I would comment saying it took me out of the RPG experience of placing myself in the hero's shoes, but I wasn't in those shoes from the beginning, as I wasn't playing a nameless character, I was playing a defined one.
Point 6: Side quests could have been cut down, but I agree that some of them were very fun. As to whether they carried as much weight as the ones in DA:O is yet to be known. DA:III would answer this.
Point 7: I believe Origins had a far more lively setting. Kirkwall is meant to be some huge city, but instead there were dead end roads, and seemingly abandoned streets. In Origins, each area in cities had it's own unique feel. The alienage, the market, the taverns, each felt alive in their unique differences.
Point 8: Regardless, there was far less customisation than in DA:O
Point 9: You should probably have given that elfroot and deathroot to your elven assistant in the camp, that goes to the war effort you know

Or you could have sold it. Or just not picked it up in the first place. I do agree that the junk sorting system is far better now though.
Point 10: DA: O's characters, IMHO, seemed deeper, although some of them (meaning Zevran) Had som frustratingly flirty conversation options. I JUST WANT TO TALK, I DON'T LOVE YOU.
Point 11: This is more something that can be judged with a DA:III, but some decisions did seem irrelevant.
Point 12: The ending was a let down, but I agree about the DLC. For me, Witch Hunt was rather disappointing.
Point 13: Simplified helped, IMHO, as did the nice structuring of the skill trees.
These are all my opinions though. Don't flame me too hard.