I can understand that. I think there is room in the genre for different narrative devices though. The open world, choose your own path type is the one I generally enjoy the most, but does tend to lead to pretty loose storytelling (more accurately, story cohesion; see ZP: Two Worlds II review). Does depend on playstyle though. I have trouble passing on quests I come across, usually to the detriment of following the main quest line (especially in light of some games that end when you beat the big bad ala pre-DLC Fallout 3). Imagining that as a fantasy novel, the hero walks into town, sees the thief with the MacGuffin in the inn, then proceeds to chat up the entire town to run their errands for pocket change before going after the thief.Swaki said:snip
Since DA2 is the story of the impact you've had on this town through your actions, rather than your Campbellian hunt for your nemesis, this structure seems more suitable. The day to day existance that can be approximated by an open world RPG would be too small a scale to measure your gradual influence on Kirkwall. By framing it this way, they can make it so that any action you take, main quest or side quest, can be seen through that lens.
Though you are definitely right that it creates a different kind of immersion than the sort usually found in Western RPGs. From what the review is saying, it seems Bioware surmounted that, but as with all things, YMMV.
Anyway, hope I didn't sound too douchey