Kileyan wrote...
It might have been an interesting story in novel form.
(...)
Maybe a good story, but not a good story to play a game in.
This is exactly how I felt about DA2. There are a lot of interesting premises that could better be explored in paper and are poorly executed in the game. This is because the formula that applies to novels doesn't quite work on games. When you read a novel you have some idea of who the characters are and what the plot's going to be about, but the reader can't visualize an objective, they can't see the light at the end of the tunnel or it would defeat the purpose of the story. More often than not, events unfold around key characters and their reactions to these events are explored throughout.
When you play a game, particularly an RPG game, you need to have an endgame. You need a drive, pure and simple. While you pursue this final objective, events unfold around you and you deal with them in the manner you see fit. These events can ultimately affect the outcome of the story, that final objective you've been pursuing. DA2's three acts resemble more of a disjointed group of stories that just happen to have Hawke, our character, as the main protagonist. There is an underlying theme to the game that is the Templar-Mage conflict but, unfortunately, this tends to be largely exaggerated as if to make it clear to the player that there are evil mages as well as evil templars (or, rather, there are good mages as well as good templars; to be fair, I saw mostly good and honorable templars vs. crazy, deranged blood mages). I'd like to believe we're smart enough to realise this without having it shouted at us at every turn. DA2 seems determined to make sure we get the message, and in doing so, in forcing it upon us again and again, it loses some credibility (case in point, the "All that remains" quest in Act II).
Having said this, I still have faith in the writing team. Every one of Bioware's RPG before DA2 had solid writing and even DA2 shows a lot of promise but eventually falls short, perhaps due to the fact that it wants to cram too many things together in too little time (ironically, considering the ten year time frame) or, rather, a lot of time is taken up by random and meaningless side quests when it could have been put to better use deepening the bond between companions as well as developing other characters such as Meredith or Orsino.