I enjoyed every Bioware game I played, but I think I don't really play them for the story. It's more the way the story is executed that makes Bioware game so entertaining. The likeable characters make me care for the normally very stereotypical save-the-world story.
The exception is DA2 which has a story I really liked. For me it's not a typical escapism fantasy, where you play a hero and save the day, it's an example how political extremism and dichotomic world views can spirale out of controle and cause a lot of drama. The characters (Arishok, Meredith, Anders etc.) become more and more extreme in their opinions to the point of becoming caricatures. But that is realistic. Thinks like that happen in reality and they end badly.
Hawke is just as potent as the warden, but their enemies are very different. The warden can slay the demons and the world is safe.
Hawk's enemies are part of society and can't simply be killed. At first they all try to coexist, but it becomes clear that this won't be a possibility forever, because no group is able to accept different ways of living. When society falls apart Hawke is free to fight the Arishok or Meredith openly, but at this point the damage is already done.
DA2 reminds me of many real world conflicts and I think it's one of the most mature games ever. It's not about violence or sex, but about the way the people behave in a situation like this. DA2 dares to make the player feel powerless and confronts him/her with tiring, political questions.
I don't think every story should be like DA2, but it was something new and it was nice to be challenged a little.
If I had to compare DA:O and DA2 to films I would say DA:O is Lord of the rings and DA2 is Lord of the flies.
We will see how DA:I plays out.
Well put, I did like this aspect of DA2.
The problem is that why Hawke was "powerless" really just came down to "the plot says so." Which made several scenes that should've been dramatic just seem contrived, forced and un-engaging.
1) Did Hawke really stand there and do nothing while Carver/Bethany was bashed around like a ragdoll by that ogre in the prologue? Add in that we never really knew that character dying and this scene just comes across as a forced attempt at drama.
2) How come Carver/Bethany gets sick from the taint in the Deep Roads yet no one else ever does despite bathing in darkspawn blood after cutting them into pieces? (Anders makes senses as he's a warden, but what about everyone else?)
3) Hawke can fight a whole platoon of templars to save a group of runaway mages, but does nothing while Bethany is taken by less than half a dozen templars?
4) Instead of telling someone in her clan what she's doing, Marathari walks up to the sealed the demon and lets it possess her rather than trust Merrill and her demon slaying friend/lover and company to take care of it? Even though said company has killed many demons by this point in time?
5) After everything that he's conquered and beaten (dragons, demons, magisters, templars, abominations, mages, and etc), Hawke should not feel intimidated into picking sides between Crazy Meredith and crazy Orsino.
6) The red lyrium idol was a cop-out.
7) If both sides in Kirkwall are so insane and dangerous then why should I care about who wins? If one doesn't care about a situation then the player/audience won't be as invested as a story wants them to be. (oppressive templars vs blood mages, hurray!)
8) Anders' plan and it's outcome made no sense. (His bomb was small enough to hide on his person, but strong enough to destroy the Chantry and cause massive damage to the surrounding area...how?)
Solve the above issues and other core problems and DAII would've been a successful take on the "realism" angle of fantasy story telling. I admire it for trying, but the execution was so flawed that some of it's intended output is lost in a sea of disappointment and confusion. Confronting players with a sense of powerless needs to be crafted well so that the experience is good enough to make for the loss of what players are usually accustomed to.
Also, a little more autonomy could've helped edge in the "Realism" tone a little more instead of just forcing the "drama" down our throats.