(Edit: Egads. Wall of text ahead. I didn't realise I typed so much!)
Story:
While I enjoyed the overall story, and not saving the world from a great evil, it needed more direction. Having a clear goal / purpose early on in the game like DA:O would have done more to keep players engrossed and interested beyond running dozens of seemingly unrelated quests and gold-gathering. There was also a terrible incongruity between the codex / world and the actual gameplay, as many people have pointed out. Mages teleporting, templars ignoring your use of magic, etc. I wouldn't have minded them overlooking it, if they'd only just said something ("I saw you use magic, but you helped, so I'll ignore it, but mind yourself in future") or you had the opportunity to threaten them to stay quiet about it. Or maybe you could even be sent to the circle, only to escape!
As for the ten years thing... it wasn't implemented well. Having those three year skips didn't work, because very little seemed to change. If the game takes place over a long time again, I'd like to see shorter time skips so it's not so strange when your companions pick up conversations they previously started several years back. People just don't -do- that in real life ("hey, remember that talk we had three years back?"). Honestly I'd prefer the game to just take place in real time again. Framed narrative was cool, but it wasn't used to it's best potential (come on, only TWO exaggerated sequences? Wasted opportunity there
Combat:
I enjoyed most of the combat. I liked not having casting times on spells, I liked the faster feel. I missed being able to switch out weapons. But I didn't like enemy waves, it always ruined my mage / archer positioning. So I think this is mostly good from DA2, just a couple of small things from DA:O should be brought back. I'd like to see the return of custom specialisations for companions. And more of them. I do miss my arcane warrior
Player:
Definitely keep the voiced protagonist. Yes, my character in DA:O did feel more like "me" without a voice. But they also felt like a bystander most of the time as a result. I don't know if this is feasible, but could there be a way to implement a minor pitch shift option? So the player could perhaps make the voice a little deeper, or a little higher, to fit their character. Nothing major enough to sound ridiculous, but enough to give the feel of customisation.
I'd also like to see the return of races / origins. It didn't have a huge bearing on the DA:O overall story, but it was enough to add more replay value. A pitch shift could work with that as well, and mean only needing a single male & female voice actor. Higher voice for an elf, deeper voice for a dwarf, for example.
Gameplay:
Dialog wheel & icons, I loved. Though I'd still like to see more choices beyond personality. Most of the time, things instantly ended up the same no matter what you did. DA:O felt like it had a lot more choice. Saving the elves, keeping the anvil of the void, siding with mages or templars... I'd like to see the return of these kinds of decisions. Make my character influence the world. I have enough lack of influence in the real world, let me RP and be a hero
Environment
Been said a million times. Map reuse has to go. The caves, mansions, houses... they were all gorgeous. With the exception of the deep roads, they were all much better looking than DA:O. But, seeing them over and over as supposedly different locations was tiresome. If we have to have slightly less pretty dungeons so we can have more of them, I think most would be willing to see that compromise.
Also, more locations. I'd like to see the next game set in a country again, not a city. While I really liked Kirkwall, it does get a bit boring after a while.
Also... more wildlife. DA:O had crows, chickens, halla, goats, cats... it made the world seem more alive and real. So a return of animals would be nice.
Characters
All the usual excellent Bioware stuff needs to stay. Party banter, romances, wonderfully written interesting characters. I understand that random companion discussions were removed in favour of discussions based around their three-part personal questlines. So a compromise perhaps? Maybe only one or two parts to their personal quest (so, more than the single quick quest of Origins) so that there is more speech-budget for the casual conversations about them like Origins had. And yeah, I want to be able to smooch/bed my LI whenever I like after it's happened the first time

Hopeless romantic here.
New gift system was much better, although I would have liked to a) actually -see- the gifts instead of them always being off screen, and

have more of them. 2 or 3 each maybe? Some DA2 companions only got 1!
Home bases were good for the setting. If the next game has the party travelling, then a camp. If they have a home, then stick to that. Whatever makes sense for the story.
As for armour... hm. I didn't mind not being able to equip them myself, but I would like to see some changes in outfits. I think someone earlier mentioned a great idea - build their costume out of components, and each time you 'upgrade' their armour, you'd see a change to their model to add that part. Sebastian for example was made up of a leather jerkin, chainmail, then armour plate. Each of those things could be an upgrade to add.
I think that covers it. Overall I think DA2 did a lot of excellent things, but fell short in a few places. I still played it through just as many times as DA:O. I have very high hopes for DA3. Just... don't rush it! I'll go over there and smack EA myself if they want you to pump out another game in a year >: )
tl;dr: Characters good. Gameplay good. Story good but needed focus. Environments pretty but needed variety.
Modifié par artsangel, 01 avril 2011 - 09:11 .