I'm glad for wowpwnslol's posts, because he helps bring attention to this issue by continuously bumping up the thread.

Considering that I play BioWare's games for their stories (and care little to nothing for combat imbalances or whatever) I find that BioWare breaking their stories as they are here is probably the most grievous offense that they could commit with their games. It, in fact, utterly baffles me that not only are they doing so, but are acting as if it's the most normal thing in the world.
Vicious wrote...
Bioware needs to stick to linear plots they can build off of.
I agree. More and more it seems as if BioWare simply can't handle stories with multiple, divergent, choices.
Vicious wrote...
It's like if Shepard dies at the end of ME2. It's just 'there' but it's obviously not the way events are supposed to go.
This I disagree with. It's different from ME2 because of several factors.
First of all, ME2 is the story of Shepard and you can't continue that story if the main character is dead (though that makes ME2's beginning particularly laughable). Dragon Age, however, isn't the story of "The Warden", but is the story of the world (as evident, for one, by Awakening giving you the option to play a completely different character).
Secondly, in ME2 dying at the end is the result of the player doing pretty much everything wrong. It's not a conscious decision to sacrifice yourself to defeat the enemy like it is in Dragon Age: Origins, it's just that everything goes so badly that Shepard doesn't manage to survive (which he clearly tries to if you've seen that ending).
So I can understand them not continuing after Mass Effect 2, but I do feel it's a big slap in the face for those who
chose the Ultimate Sacrifice in Dragon Age: Origins (for one, because I feel that it makes the strongest, most powerful story) by invalidating that ending in Awakening as if it never existed.
Fernando Melo wrote...
Can you import the world 'state', but start new in Awakening as the Orlesian Cmdr? No. The world 'state' only exists and lives on as part of your character's choices - most of the reactivity to events and choices in Origins would simply not make sense if it wasn't 'you' that did it.
I hadn't seen that before, but it makes no sense. I mean that I get that they don't have that reactivity, but we're saying that it
should have. It has that reactivity to all the
other endings after all; is it really so hard to include a check to see whether you're playing from a Ultimate Sacrifice ending (and thus are playing another character) or not?
Deeply, deeply disappointed in BioWare. Next time; don't include choices if you can't carry through the consequences.
Love -x-x-x-
Shir'le