I generally dislike when DA2 is refered to as a 'rush job'. The reason is that, while it was, I don't think it displayed much evidence of it (there's the reused environments). DA2 detail writing was of good quality, and for what DA2 attempted to be, I thought it was a pretty solid game. Considering all the changes, an impressive piece of work.
This is all connected with my fear of that Bioware may have mainly listened to feedback from critics who actually liked DA2, rather than the ones they should have paid attention to - haters like me. "Rushed" was not the problem.
I think all the reasons for my dislike of DA2 came from Bioware's intention to change DA to something different. We have testimony to that the change of direction, was something that was decided by a group of senior members of Bioware. I couldn't help to see though, that there were some personel transfers from EA to Bioware. A couple of them had the job description "Game Design Consultant". I happened to find the CV of one of them on internet. Very mediocre.
Then, I also happen to know what happened to Will Wright - formerly of Maxis - during the development of Spore. He was taken to a series of meetings with EA people, where marketers described the market segment Spore should be aimed for, and emphasized what kind of game Spore must be. They basically brainwashed him to design a simple game for a foggy perception of what some people were supposed to like. Instead of what Will Wright had always done before, - design a game that interested him, and one he personally understood why it would be fun to play.
So I have a strong suspicion of that there really lives a black, many-tentacled monster inside EA, and that this monster really is responsible for EA's miracleous ability to turn everything they touch into poop, as well as eating every CEO who tries to kill it.
Look at DA2 again. Suddenly the DA IP was to be turned into a big market franchise. Comics, animated movies, "iconic characters". The art direction changed to fit the comics/anime industry better. Suddenly DA:O wasn't "fun" enough, and we got Dynasty Warriors -combat animation, "awesome-button", and exaggerated characters like Isabel and Varric. Varric, of course, totes a machinegun...
And Bioware have persisted with some things. "Iconic looks" for instance. Which, to me, proves that somebody is still more interested in marketing arguments than in just making a good game.
The problem I see for the video games industry, is that they all go for the same small core group of gamers, that over time has become distilled by the flavor of offered games.
Most people wouldn't dream of wasting time on such drivel. So most adult people don't play games. There's no fundamental reason why they shouldn't. Games is an entertainment media. And just like novels, movies, music,.. it should be for everybody. But that would demand that there are games made for others, than powerless 14-y boys with an incessant need to kill and feel powerful, incessant need to be quickly rewarded and confirmed for no effort.
I always saw cRPGs and the PC as a sector that had a different appeal, and a potential to grow, albeit slowly, as more people came in contact with a gaming world that could interest them. I think this opportunity is not great today. Mostly because Windows-PCs are a dying race (and MS have dug this grave for themselves), but also because the industry doesn't dare to target anyone but the core video-gamer group. And those who dare, haven't got the marketing muscle to reach anyone but the enthusiasts.
The marketing effort for Spore was a brave attempt by EA to look outside the box. Unfortunately, the marketers assumed the game had to be simple, and that it should "teach" typical game-genres. Whereas in reality it had to avoid those, and instead have something interesting going on, and not be easy as in 'simple', but easy as in intuitive.
cRPGs remain an opportunity to slowly grow the market. It remains to be seen if DA:I will be a successful compromise. Personally, I fear that the remaining Bioware developers don't understand what makes these games fun for their original audience. They're maybe fumbling in darkness, relying on exploration and multiple races, but possibly not understanding when & why those things are fun - is in the context of the personal role playing. Which for instance Bethesda's games still provide.
I'm rooting for DA:I. And I really don't want to air these fears in the open forums, as I don't want to project any negativity on DA:I. It's important that DA:I succeeds. Else DA is dead. We can only wait, and hope for role-playing to make a comeback in DA:I. If it does, and DA:I is a success, then we can go to work on Bioware, have them removing voiced char and dialogue wheel. ...Or evolving them in as yet unimagined direction.
One of the good things for future gaming, is that the new consoles have some powers that were missing from previous generations of consoles. Lots of memory and real crunching power at conditional code. This will allow developers to break out of the typical console formula and maybe make games where there is something interesting going on.