Augustine said:
I am not yet so jaded so as to distrust indiscriminately. But trust must be earned.
I'm not sure I'd the call complete distrust of the games industry being jaded. More like 'quite sensible'. That aside, BioWare earned my trust with KotOR, and have kept it ever since.
In general, I expected a standard of quality to be held MUCH higher considering the resources available to BW. Aside from visuals and certain amount of streamlining, sequel lowered this bar compared to the original.
It was a rushjob, true, but - and this really isn't me being sarky - I do think it's the best rushjob I've ever played, and it's remarkable how good it turned out.
Cookie cutter locales and no gear customisation are probably the most obvious examples. Ditto the idea of Kirkwall over a decade not quite living up to the execution of said idea; adding a few vines and changing the position of the sun is a pathetic way to essentially mark the passage of time... I'm still surprised by how poorly they approached the city, in terms of just giving you the whole thing and barely branching its layout as the game developed.
Those things are indicative of either a lazy developer, or a rushed one.
And yet, where it mattered for me, DAII either matched Origins or improved upon it. DA:O's combat is a little deeper (DAII's use of enemy waves is very poor), but the more kinetic animations and the control scheme on 360 were much more engaging. I think both games nerfed classes: Origins rogues are finicky builds who are often useless on the battlefield. Ditto mages, who can be easier to build well, but are entirely dull in combat. II, meanwhile, overpowered rogues and completely broke warriors (also, the specificity of the other characters limits your tactical choices).
The Warden wasn't a character, he/she was just a cipher for the player. And that's fine for people who prefer that in their role-players, but for me Hawke made for a much more engaging narrative to experience, and allowed for more dramatic stagings of dialogue sequences.
I won't bang on about it, but whilst both games had excellent writing and characters, I preferred the more personal, less end-of-days (well, till the third act) narrative of FemHawke just trying to make her way in Kirkwall, as she gains power - sometimes intentionally, oftentimes not - and begins to rub shoulders with the stubborn oafs who are trying to run the city. It had one of BioWare's dumbest ever sequences as far as I'm concerned, but even that crappy plot development didn't stop it being one of the most satisfying narratives in any RPG I've played.
I'll remember Lels, Zev, Shale and co from Origins. But I'll remember 'my' participation as FemHawke in DAII more fondly, alongside Bella, Merrill, Varric an co.
As long as Inquisition doesn't drop the ball completely in its post-Skyrim enthusiasm for believing every game needs to be more open-world, I'll be chuffed so long as they provide a well written/performed lead PC, and a memorable cast.