Lumikki wrote...
Only reason why Warden did what he/she did, was because there was no other choise.
DAO starts ------------------------------- DAO ends there linear game proven.
My point is both games where extreme linear.
At the end of the day, we can have a choice between games with fixed endings that allow for sequels to pick up the story, standalone games with lots of story branches, or games that cost $200 and come on 10 discs because the previous game in the series had so many different endings.
Both DA:O and DA2 pretty much channel us into performing a fixed act at the end, with the only real choices being how we get there, who we can influence to help us do it, and the state of various other people and organisations in the world once we've done it.
Compare this to Fallout: New Vegas, which doesn't presume to decide that you want to even be a hero in the first place.
Both valid ways of presenting a game. Both enjoyable (for me, at least). Both completely different animals. If we want more freedom of choice in DA games, however, we'll have to live with sequels that don't take what we did into account in any way whatsoever. While its possible to make the point that DA2 doesn't take into account very much from DA:O, it *does* assume the most important thing of all - that someone actually ended the Blight.
So, DA:O was a story about "how the Blight was ended". DA2 was a story about "How Hawke became Champion of Kirkwall". Both pretty linear really, mostly out of necessity for building up to the DA3 story.