Cybermortis wrote...
Alistair doesn't know HOW to perform the joining, nor why the Wardens are the only ones who can defeat the Archdemon. Being the (formally) newest warden neither is surprising. He probably never bothered to ask, or figured that he'd be told when and if he needed to know.
Sure - but if your main concern is the taint, then saving Ferelden should actually be even lower on the priority list.
But then if you didn't want to battle the blight and save Ferelden you wouldn't be playing the game would you? 
It's the same with Kirkwall - if you
don't want to rise to power in some way for some reason (putting aside whether or not actually doing so was botched) the game doesn't work.
I do get your point though. However practically all games require the protaganist to act the 'hero' rather than stay at home. If they did that it would be a very short game...or a very long and dull one.
I agree.
The catch is that while games like Mass Effect and Dragon Age Origins require the character to be forced into being the hero. After you accept this there is a definate end goal in sight, and all of the quests you have to do to reach that are justified as a means to get to that point. Even the side quests can be seen in a similar (if indirect) light as they allow you to get more experience/money/better equipment for the end encounters.
In Dragon Age you are forced into quests (in character) you might think are insane. The Anvil of the Void and Urn of Sacred Ashes in particular. These are mystical quests that, given the prevalence of magic in our setting, would be like trying to stop WWII by finding the Holy Grail or the Ark of the Covenant.
They're crazy long-shots, and for one of them Sten even calls you out about
how crazy the long-shot is. That's my issue - even if you accept you want to end the Blight (or catch Saren) to an extent the plot
demands it.
I will say that ME (not ME2, though) is much better written as to give you a reason to investigate every main quest world.
In DA2 however there is no end goal, and therefore no reason for Hawke to get involved. In DAO once you have taken the mental jump that you want to stop the blight then the idea that you would stick around in Ferelden makes perfect sense.
But individual quests don't. Like the Urn or Anvil. Even things like going into the tower
yourself instead of simply running off to Denerim to get a faster answer to the Rite of Annulment.
What I am saying is not that DA:O was not well-done in terms of having an umbrella goal - it's that if you dig in yoru heels and say you
need a very clear reason for something in DA2, you don't have that in DA:O either. That game has a LOT of faults, but there are certain poor design elements Bioware has always used I'm not fond of, and now that people are less willing to tolerate things in general, I try to remind them of faults Bioware has always had in the hope that even those might be fixed in a future release.
In DA2 there is no reason given for staying in Kirkwall, or going into the Deep Roads, nor any clear goal you are working towards - and the required 'side-quests' are therefore totally unrelated to what is going on at that time. You are, in essence, having to make a mental jump as to why Hawke is doing 95% of all the quests each and everytime. Rather than just having to make the same jump once.
You have to make it, really, for every quest except Arl Eamon and the Landsmeet in DA:O.
Note that the end goal doesn't have to be Earth moving or 'epic'. As I noted elsewhere simply having a rival family Hawke wants to outdo or get revenge on would have worked just as well with the overall plot as is. It would have explained a lot, or at least provided some focus/justification for Hawkes actions.
Get coin and run Kirkwall work just as well. That's the baseline plot, just like in DA:O it is to stop the darkspawn.