You have to put your rose-colored glasses off and think what a pure decision-based game implies. The Dragon Ages franchise was meant to be more than just Dragon Ages: Origins.
There’s so much one can do in offering an array of choices and maintain game continuity. Imagine how complex a game can become if key outcomes are different?
Branching off a game in many directions mean that these branches become their own entity. Somewhere, you have to draw a line. That line is mostly dictated by budget, and other resources such as – is the game going to fit on a disk or more than 1? Bioware drew their line and here's their result. Sure I’d like to have more choices, but realistically, how would that turn out? Probably a shorter game, or an even less polished game.
If you look back and take follow-up franchises, like Baldur’s Gate 1 and Baldur’s Gate 2: There was a lot you could do in Baldur’s Gate 1, like your companions could die permanently if they were zapped. My Janeira got zapped in BG1. Well guess what? Oh hi Janeira, here you are with me again, as if nothing happened. Did that break my BG2 experience? Not really, back then there were limitations, and today there still are limitations.
You have to appreciate that Bioware made an effort to improve the game experience in many aspects. They didn't succeed everywhere but they listen to player's feedback.
Although this was not my favourite game, I’m still glad I played it. Even if the ending left me somewhat wondering, I will be rolling another playthrough as evil and also sarcastic 
I enjoyed too DA2.

As i said, it is a good game ( but a bad rpg for me ). And i appreciate also that bioware made an effort to improve, but, there are many areas where there are regression. For save rpg, it's important to point them. I know there are limitations, but, it's too much this time. I've never had to complain, not even in mass effect.
i think this game was simply the plot set up in order to get the storyline to where they needed it to be for da3.
When I read that, okay.
Weird how your character didn't get to decide how the world reacted to stuff. Godlike choice system argh!! No, we instead get to form a character who reacts to the situation, but like most people, can't stop events from unfolding at the world's whim.
But if I don't get to save the universe, that's like totally bad roleplaying dude!
But when I read it, then I say it is taking people for idiots, or you're really far, very far from a true reflection on what has been done. So it's just that your justification for linearity stultifying? That's your excuse for a bad RPG? I prefer to read what is above, is already more interesting and intelligent.
You do not seem to understand that everything has been done to prevent Hawke to decide anything, to follow a strict linearity, it decided to pretend to give a choice, which is actually ignored. That's it a matter of gameplay, not because supposedly nothing happens the way we want in life.
We thought the players are stupid, unable to recognize this illusion of choice, that's all. Nothing more stupid than taking players for idiots.
The choice between circle and the Templars, that's a real decision. The rest in most of the quests is illusion, a smoke screen in a sloppy game.It's the same for the reuse of maps, we thought again that players are stupid. No they aren't stupids. They are able to think quickly and notice wrong things.
I'm curious. What a silly excuse will you find me this time for justy reuse of maps ? thank you Bioware at least for being honest about it.
Modifié par Sylvianus, 24 mars 2011 - 10:29 .