kjdhgfiliuhwe wrote...
That said, I'm not sure what constitutes "choices". This was, yet another, very linear RPG. I have no problem with that. Picking different dialogue choices made some cosmetic changes, but it's not like the story was shockingly different based on your choices. And I certainly don't expect that (even if the whole Origins thing was insinuated as such by an overzealous marketing team). If it makes players happy by giving them cosmetic choices for the illusion of choice despite the actual story not having much change, then more power to the concept. 
I guess I'm just not sure what you're expecting, exactly. A game is a hard coded piece of software that cannot adapt to every possible thing we might wish it to. If you make a story driven game, you're going to have a certain amount of A-B-C-D. It's inevitable.
As an exercise, lets think about removing the side quests from both Dragon Age and BG, and leave the actual plot arch portions intact.
Both BG games then give us a basic 1 > 2 > 3 > 4 > 5 story arc. It becomes a paint by numbers game. You make zero decisions of any import, the outcome is identical regardless of what you do. By and large, I would bet my ending and your ending would be borderline identical. The major variations would be which NPCs we happened to take along.
DA offers a choice of 6 starts which funnel into the Grey Warden recruitment, a linear portion of the game. From there, we graduate to a stage of the game where we can visit multiple plot locations in any order we choose. Additionally, in each location, we can make at least one major decision that will dictate not only the allies we receive in the final battle, but also the epilogue we get after overcoming the Blight. Some locations offer more than one choice.
Does DA have linear potions of the game? Yes, it does. And it has to - it's a coded roleplaying game, it's basically a necessity. But we have enough decisions we can make which do offer the ability to modify our gameworld.
Queen A versus King B. Dwarf King A versus Dwarf King B. Anvil of the Void saved/destroyed with either Dwarf King A or Dwarf King B (and yes, the anvil outcome DOES change depending on which King you choose). Circle of Magi versus Templar. Dalish Elves versus Werewolves. "The Ultimate Sacrifice" versus "A Dark Promise" versus "Warden Commander" versus "Redeemer". We have a static chessboard, yes - but by golly, can we choose where many of the pieces go, with current and future impacts that we will feel in later games.
It's not quite the ultimate illusion of free will that good pen and paper GMs strive for, but it's better than what BG had to offer in it's day.
There are flaws, yes - the stamina issue you mentioned is a fantastic example of something I feel needs some further thought. But as far as the role-playing and story telling aspects go, I feel Dragon Age definitely raised the bar. For my, ultimately, these are the most important aspects of a RPG, although many will feel differently.
As someone who actually replayed BG -> BG2 -> very recently, I can tell you I have many criticisms of the games now that I would never had had back when they were first released.