1. Only for the voice. What's stated is still stated. It's not like the voiced line don't have emotions.
2.No really. All the choice boil down to be nice, mean or indifferent with time one can be funny. Both da2 and dai has that.
3. The background stories just makes making a role easier. da2 has a bit of the and dai lets you develop your characters background as the story develops.
1. But the voice is everything, if something doesn't sound like me, it isn't me. As simple as that. There is someone talking and it is not me.
2. What the hell? I can't relate your comment on 2 to what I said in 2.
3. Are you kidding? There is no background and no development at all. People consider text and **** talking with Josephine as background LOL
We don't play ANYTHING related to our origin, our background. Information and **** for me are the same. In DAO we played no only our Origin but later in the game we could do quests related to the origin like the Carta, the dalish, Howe, alienage...
Your points are one of the archetypes I documented previously: The "everything was already like that". No it wasn't. So I will give the same asnwer I always give to this archetype:
- Quantity is everything. 1 fetch quest is ok, 10 fetch quests is ok, 20 is ok, 100 is ridiculous. So the problem is not having it, but having so much of it you can't spread through your playthrough and balance it with the main quest, there is not enough main quest to counter the fetch quests. Not even close. Main quest is even smaller than Origins and fetch quests are like 10 times more.
- I didn't need to hold button to attack in Origins, I didn't jump in Origins, I didn't have huge maps in Origins, EVERYTHING CHANGED, there is nothing barely resembling Origins as much as you try to make it look that way
- Removing core differences to make them look the same (DAO and DAI) do not make them the same. Saying both have fetch quests and ignoring the amount perhaps looks clever for you, or smart, don't know, but it isn't, you're just ignoring something important so that you argument work
- If we go by proportions it becomes ridiculous, Dragon Age had less smaller maps and more choices. Each map presented a huge choice (like Mages x Templars or Werewolves x Elves) and various minor ones like how to get through brecillian forest. The amount of land you walked without mindless killing is minimun when compared to DAI
- Respawn. MMORPGs have respawn, DAO didn't, DAI do. DAO wasn't meant for you to spend time with repeatable quests (another MMO thing) or materials farming (MMOthingy), DAI is. So how is it this strange MMO where you can't kill enemies over and over again? Go figure...
I could go on how ridiculous it is to compare the games if you don't just ignore CORE CHARACTERISTICS of what you are comparing. Saying both have fetch quests so they are the same is like saying the moon is no different from a soccer ball because both are somehow spheric. Except they are completely different.