What's really interesting is that the Keyboard & mouse scheme is different than the last two installments of Dragon Age. From what I see that the biggest difference between the controlling scheme from all three titles is that you could use the mouse button to point to an enemy, click on an enemy and the character would lock on and move to attack or click on an enemy select any skill to attack and the character would lock on and move to attack however far it had to in order to engage the target with the skill that was selected. Also you could right click select and execute to loot,pick lock,pick pocket or harvest while using mouse only input. This is a huge missing game mechanic,feature, convenience that a lot of players got used to that is no longer in the game.I don't want to say that Bioware dumbed it down , but the controlling scheme in the previous games allowed for a more superior WASD and mouse controlling scheme.
"Dumbing it down" is really just a catchphrase, though.
This is the inherent problem with developing a title for multiple platforms, isn't it? You almost *always* have to scale to the 'lowest common denominator" in order to keep development sane. If you fork your product too many times... well at a certain point you either have to employ more people to maintain more code, OR you have to limit features in the platforms with less power.
This have been seen a lot lately as we now have a lot of overlap in consoles right now. All three of the major players have at least two systems in concurrent support right now. Look at virtually every concurrently launched title that spans console generations, even within a specific hardware platform... You'll see that quite often the only real difference between a PS3/360 game and it's PS4/XBone counterpart is texture resolutions and display resolution. More rarely you'll see higher poly counts and better post processing effects, but the games usually aren't all that different in feature sets.
Now, this is all fine and dandy with the consoles... With the exception of Nintendo, the controllers for the consoles are *fundamentally* identical. Yes, there are esoteric form factor differences and a few minor technology changes, but they are otherwise the same. And you only have about 16-18 buttons and 4 axises to assign functions to.
PC gamers have it very different. We have such a wide selection of hardware to choose from with many different tiers of performance. And you would think that was harder to prepare for than it really is. But it really isn't. Most of the heavy lifting is done by drivers and API's. The remainder of that is usually textures and 3D models. Both textures and model are *very* easy to scale down and make different iterations of for lesser powered machines.
The real hurdle is the interface. Joypads are SO different from a mouse and keyboard that they require very different input methods. You remember the 16-18 buttons? The standard PC keyboard usually has 104 buttons. Gaming mice can add over 20 to that. That's a mouse... and it has more buttons than a joypad. For one hand.
Then you have the whole additional layer of things like custom DPI ranges, macro keys, monitor resolutions... the list is pretty exhaustive.
Does that make PC gaming better? From the PC player's perspective, yes. When a developer actually has the freedom of designing a game specifically for the PC, they don't have to cater to the lowest common denominator as much. They make their game, benchmark it and tell us you need "X, Y, and Z" to have what we consider acceptable performance from our title.
When it gets ported from a console... Well, that's already been done. The PC port gets stuck with only being able to bind about 15 functions... and since so many of those are already spoken for with regards to movement and menu selections... Not many are left for abilities and other interface needs. Usually the only benefits we get are higher texture resolution and support for higher monitor resolution. More rarely we'll get better post processing features and more audio channels.
On the PC... We don't have to select from a radial menu. The radial menu is almost never seen in PC only titles. If I want my map I press M. Select or set a waypoint? Click. Done. I want to see my character sheet? C. Inventory? I. Wash, rinse and repeat for the other keys leftover. I can have 10 abilities EASILY mapped to a key. No modifiers needed. 1 2 3 4 5 6 7 8 9 0. 30 *with* a modifier. Done. With the joypad I can get what? About 8 *with* modifiers.
This is the CORE reasons many of the people in thread are here. The interface was *blatantly* designed for the console first because they HAD TO CATER TO THE LOWEST COMMON DENOMINATOR. The JOYPAD. The PC interface, while it was a nice gesture, was obviously tacked on after the console interface was nailed down. It suffers greatly from the limitations heaped on it by being the progeny of the console interface. The lack of being able to bind buttons to standard input devices at will is one of it's greatest downfalls.
I don't expect any regular console player to agree or even understand how OBVIOUS it is to a PC player that any given title was a console port. There have been times I've bought a game just because it looked fun... (And they usually are!) And known within moments of playing that it was a console port even if I had no knowledge of that fact prior. I don't expect them to understand how important the simple act of rebinding a button however you see fit is important. But to many PC players, that ability is a core expectation from the beginning. The DA:I team failed on that front. And in my book, the additional "by PC players for PC players" was just a slap in the face.