Still, I think that approach is misguided.
We saw a new emphasis on faster, action-based gameplay with KotOR, granted still with the DnD 3.5 rule set. Follow that up with Jade Empire two years later, a relatively straight forward action RPG. Time-skip 3 more years and you have Mass Effect 1, at which point Bioware announces it will be followed up with two more similar-esque games. Then wait another 3 years and you have DA:O and ME2.
The way you're phrasing it gives the impression that Bioware simultaneously developed in two different directions, when from a "products released" stand point, we saw a series of increasingly action focused games, with a single outlier released 6 years after KotOR. Actually, we can go back even farther to Neverwinter Nights and see they reduced the party down to two characters from BG's 6.
I can understand the desire to see party-based combat from a AAA developer and disappointment at Bioware's change in direction. I'm just not sure I'm following the angle on why Jade Empire was a fluke in terms of RPG design, given events before and after.
KOTOR has non-D&D elements, but it still played out like a 3D RPG title. It's not like it was Jedi Academy. You had unit placement, non-combat skills, various build options... it wasn't Baldur's Gate but it has more in common with DA:O than it does DA:I. NWN still was built on 3.5 mechanics, even if it didn't utilize the party strongly.
Mass Effect 1 came out on 2007, while DA:O came out in 2008. And DA:O came out before ME2, which did a MUCH more non-RPG approach with its design. I mean, ME1 had sci-fi lock picking and Prestige Classes, for Pete's sake. If it wasn't rooted in a FPS combat mechanic but had an auto attack feature and direct control over your squadmate's positions, it could have given DA:O a run for it's money for RPG-esque feel.
Until ME2 and DA2, there was a LOT of plausible deniability. Especially since Bioware themselves fanned these flames, using phrases like "spiritual successor to BG" for the DA series before it was released, and post-release doing this like disparaging JRPG design for its linearity, lack of complex mechanics and hampering of player agency.
Again, in hindsight, the writing was on the wall. Not to mention that even suggesting that this move to action gameplay was met with haughty derision such as "don't be paranoid, Bioware isn't making World of Warcraft - you doomsday naysayers are the worst fans for Bioware and need to just leave" by the same Bioware defenders who, today, say "can't you see Bioware has moved on? Get with the times or just leave."
It's kind of funny to think about that transition, in retrospect.





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