Your points on DA2 didn't really resonate with me. I don't mind that they wanted to change the combat system, the one in DA1 was utterly dreadful. I don't mind that they wanted a change of cast and setting, that is pretty normal for RPGs (including changing the main character). I don't even mind that the game took the focus off the Grey Wardens.
What bothers me is the design choices. They set the game in a single city, but the city itself is very bland, almost entirely lacking in personality, and basically does not change for the entire ten years of the game. Then on top of that it is reusing the same three dungeons for absolutely everything in the entire game? You're right, I'm mad that DA2 is not "More of the same" in that regard, because DA:O certainly did not have such a hack-job world design, and if it did reuse dungeons it certainly did a better job of hiding it.
As for the change of story, well.. What story? I admit that DA:O was pretty upfront when it came to laying down your motivation (Kill them darkspawn) but I quit DA2 well over half way through the game and can not for the life of me tell you what the over-arching narrative was. As best as I can tell I was playing through some fantasy reinterpretation of the A-Team, a bunch of semi-shifty, but good hearted dudes running around solving everyones problems.
As for the combat, they replaced two second TPKs due to not spending 20 minutes planning beforehand with waves upon waves of cannon fodder materializing out of thin air, with no way of telling when they will actually stop, giving the player no concrete way of measuring their progress or success in battle until after the fight is over. As far as I am concerned both are pretty horrible mechanics, though the first one is more frustrating.. I guess that is an improvement, of sorts.
I'm not mad about change, I'm mad about all the things the game expects me to look past in order to get even a glimmer of enjoyment from it.
The game sold itself as an epic fantasy rpg, and it isn't. If the epic doesn't start in the first ten hours it isn't epic. Hell, if a game is released on a developer that prides themselves on providing 80+ hour single-player narratives is repeating content en mass within the first two hours, it is NOT epic.
It is a bad television serial.
Then there was the "ever-changing world" Bioware claimed we'd take part in. Somehow what we got was the complete opposite. Not only does the world never change, but it goes out of its way to feel completely the same everywhere you go, so much that caves situated twenty miles apart have the same god damned rock formations.
Really the only promise DA2 managed to keep was its "New visual style" which was a shocking transformation from "Extremely generic fantasy rpg" to "slightly less generic fantasy rpg"
I'm fine with studios wanting to do something different with their franchises, but when "something different" is inarguably rushed product*. Sure, it is impressive for how rushed it is, but impressive garbage is still garbage.
*Seriously, try to argue that all those repeated assets are not only not a product of the <12 month development cycle, but also that they are somehow a positive feature. Maybe you can base said argument on how players will never get lost
What bothers me is the design choices. They set the game in a single city, but the city itself is very bland, almost entirely lacking in personality, and basically does not change for the entire ten years of the game. Then on top of that it is reusing the same three dungeons for absolutely everything in the entire game? You're right, I'm mad that DA2 is not "More of the same" in that regard, because DA:O certainly did not have such a hack-job world design, and if it did reuse dungeons it certainly did a better job of hiding it.
As for the change of story, well.. What story? I admit that DA:O was pretty upfront when it came to laying down your motivation (Kill them darkspawn) but I quit DA2 well over half way through the game and can not for the life of me tell you what the over-arching narrative was. As best as I can tell I was playing through some fantasy reinterpretation of the A-Team, a bunch of semi-shifty, but good hearted dudes running around solving everyones problems.
As for the combat, they replaced two second TPKs due to not spending 20 minutes planning beforehand with waves upon waves of cannon fodder materializing out of thin air, with no way of telling when they will actually stop, giving the player no concrete way of measuring their progress or success in battle until after the fight is over. As far as I am concerned both are pretty horrible mechanics, though the first one is more frustrating.. I guess that is an improvement, of sorts.
I'm not mad about change, I'm mad about all the things the game expects me to look past in order to get even a glimmer of enjoyment from it.
The game sold itself as an epic fantasy rpg, and it isn't. If the epic doesn't start in the first ten hours it isn't epic. Hell, if a game is released on a developer that prides themselves on providing 80+ hour single-player narratives is repeating content en mass within the first two hours, it is NOT epic.
It is a bad television serial.
Then there was the "ever-changing world" Bioware claimed we'd take part in. Somehow what we got was the complete opposite. Not only does the world never change, but it goes out of its way to feel completely the same everywhere you go, so much that caves situated twenty miles apart have the same god damned rock formations.
Really the only promise DA2 managed to keep was its "New visual style" which was a shocking transformation from "Extremely generic fantasy rpg" to "slightly less generic fantasy rpg"
I'm fine with studios wanting to do something different with their franchises, but when "something different" is inarguably rushed product*. Sure, it is impressive for how rushed it is, but impressive garbage is still garbage.
*Seriously, try to argue that all those repeated assets are not only not a product of the <12 month development cycle, but also that they are somehow a positive feature. Maybe you can base said argument on how players will never get lost