As much contention there is in opinions on either company, I feel there are things that both could learn from the other.
PART 1: BIOWARE LEARNING FROM OBSIDIAN
Bioware really needs to look at Obsidian on a number of things, but I'll just list two. Both of them are based on dialogue. Obsidian is far better at making choices that straddle the lines of morality than Bioware is, and oftentimes, they even allow for more options.
For example: In KOTOR 1 (Bioware), you are given the option of either killing two thugs performing a shakedown, or letting them do it, and then fighting the thugs anyways because you are a witness.
In KOTOR 2 (Obsidian), when you see two thugs performing a shakedown, you can either threaten them to leave, mind control them to leave, pay them off, fight them, or Mind Control them to commit suicide by jumping off of a building.
The other thing Bioware could learn from Obsidian is timing. Alpha Protocol made the best addition to the voice protagonist with the addition of timing your answers. This not only put pressure on the player to make a choice in a short amount of time, but it also kept the conversations flowing without any of the awkward pauses when you would choose your response.
PART 2: OBSIDIAN LEARNING FROM BIOWARE
First and foremost, Obsidian needs a better bug testing crew. I realize that this is difficult for them, because they are freelance workers who are hired out by larger companies. This puts a strain on how much time they have to work on a game, and just how much of the game they are allowed to work on before the parent company tells them to launch.
When Bioware is given enough time to work on a project, they do try to fix as much as they can before the release. Just look at the level of polish from KOTOR 1 to KOTOR 2, and you will see what I mean.
Obsidian could also learn a bit about making their stories clearer. Now, I'm not saying simplify the stories, but make them easier to understand. KOTOR 2 has a magnificent story, but the state it was released in made plot points often obscured, or downright confusing. Bioware's approach usually is to have a clear cut end goal that your character is working towards. If Obsidian was to add some clarity to their games, it might help with comprehension for newer players.
IN CONCLUSION
So those are just some of the ways these companies could learn from each other. If you have anything else to add, feel free to do so in the comments.
PART 1: BIOWARE LEARNING FROM OBSIDIAN
Bioware really needs to look at Obsidian on a number of things, but I'll just list two. Both of them are based on dialogue. Obsidian is far better at making choices that straddle the lines of morality than Bioware is, and oftentimes, they even allow for more options.
For example: In KOTOR 1 (Bioware), you are given the option of either killing two thugs performing a shakedown, or letting them do it, and then fighting the thugs anyways because you are a witness.
In KOTOR 2 (Obsidian), when you see two thugs performing a shakedown, you can either threaten them to leave, mind control them to leave, pay them off, fight them, or Mind Control them to commit suicide by jumping off of a building.
The other thing Bioware could learn from Obsidian is timing. Alpha Protocol made the best addition to the voice protagonist with the addition of timing your answers. This not only put pressure on the player to make a choice in a short amount of time, but it also kept the conversations flowing without any of the awkward pauses when you would choose your response.
PART 2: OBSIDIAN LEARNING FROM BIOWARE
First and foremost, Obsidian needs a better bug testing crew. I realize that this is difficult for them, because they are freelance workers who are hired out by larger companies. This puts a strain on how much time they have to work on a game, and just how much of the game they are allowed to work on before the parent company tells them to launch.
When Bioware is given enough time to work on a project, they do try to fix as much as they can before the release. Just look at the level of polish from KOTOR 1 to KOTOR 2, and you will see what I mean.
Obsidian could also learn a bit about making their stories clearer. Now, I'm not saying simplify the stories, but make them easier to understand. KOTOR 2 has a magnificent story, but the state it was released in made plot points often obscured, or downright confusing. Bioware's approach usually is to have a clear cut end goal that your character is working towards. If Obsidian was to add some clarity to their games, it might help with comprehension for newer players.
IN CONCLUSION
So those are just some of the ways these companies could learn from each other. If you have anything else to add, feel free to do so in the comments.