Stanley Woo wrote...
I think it's strange how some folks are decrying the DLC NPCs as "breaking immersion," and here's other folks asking for options to break immersion so they can re-spec. Mom, Dad, don't make me choose! I love you both equally! 
Clearly there are different points of view on this forum. For example, I was the one complaining about the DLC NPCs, not this guy- and for good reason. Having an NPC ask me for my credit card information if I want to help him out with his little problem is deplorable. There is literally no conceivable reason to force us to pay extra money to experience all of the intial game content other than the fact that your company cares more about money than quality. You really couldn't make a logical argument to the contrary.
As someone who played BGII and WoW -both for spans of
years- I can tell you that this game is much, much more like WoW than you would like us to believe. The parallels between this game and WoW are numerous, I will list them here:
1. The leveling system in DA:O and WoW are extremely similar. They are both based on linear progressions through different sets of abilities. Both use secondary forms of progression trees to augment the primary ones- tradeskill progressions in WoW and skill progressions like herbalism or trapmaking in DA:O. Ironically, these were both tradeskills in WoW with almost identical functions- although trapmaking was called engineering in WoW. What's really pathetic is that engineering was much more complex than trapmaking. DA:O does offer more customization- but what you get from specializations is minimal. Right now I'm a shapeshifter who can't shapeshift because you don't get anything of actual substance out of the specialization itself. You have to further invest points into getting the skills. It's stupid.
2. Quest hubs- DA:O has quest hubs, which is absolutley unacceptable in what is supposed to be a complex single player RPG. Quest hubs are towns or inanimate objects found at the same point, usually a building, in every town that give you quests. In an MMO they are usually generic fetch quests, kill quests, collection quests, or dungeon quests that you don't need to read to complete because you can highlight it and your UI will tell you where to go, what to kill, and how many. These are used in MMOs to drive level progression.
Dragon Age: Origins brings us quest hubs in the form of the board out side of the Chantry in various towns. In Denerim or whatever, I clicked on the board and accepted two quests- one was to disrupt Loghain's forces and another to rescue some refugees.
The locations were marked on my map, and no information or exposition was given to me other than "the Chantry has provided you with information that might allow you to ambush Lord Loghain's forces." So far these are exactly like WoW quests. Regardless, one of the map markers was labeled "civil war," so I expected some sort of storyline, puzzle to solve, or decision to make. But, I finished them in 5 minutes. Both of them were just small areas with mobs of generic, nameless bad guys that I killed in seconds. Only a brief dialogue scene occured in one, the other had no dialogue and no backstory. These were almost identical to the quest hub quests in WoW.
3. Combat- Combat is remarkably similar in these two games. The rate of combat is the same and the way skills are used is the same.
I made a mage and took the first three healing spells in the creation line. I put all of my party on the pre-set agressive tactic except for my character. The fights are easy to the point of boredom on normal- I just sit back and stare at my party's health bars, healing them accordingly, while they hack stuff to pieces. Sometimes I throw a walking bomb in for fun, because I like the explosion.
The combat experience in DA:O is so remniscent of my experiences raid healing in WoW that it's almost scary. Occasionally a mob will get lose from Alistair and start attacking me. I'll find myself wanting to push
fade to drop aggro or yell AGGRO ON HEALER in vent.
4. Storyline- both WoW and DA:O have cliche and uninspired story lines that involve a great evil that threatens to end the world. In both instances, there is a blight- which only you and your band of heroes can stop. The similarities here laughable. A cliche, world ending plot is appropriate for an MMO where raid content and PvP are the primary game feature. In a single player RPG, I would hope that the plot would be a little bit more original.
Sadly, so far I prefer the storyline in WoW- it's a bit more complex since those afflicted become the undead, a playable race.
5. Things have to be "unlocked." In WoW, you have to go find specialized trainers to unlock the new levels of tradeskills. In DA:O, you have to find various people or objects to unlock specializations. It's silly.