Even a piece of [censored] story with no conflict conflict, effectively made up of a bunch of barely-connected episodes, that waddles around without any sense of direction 80% of the time? You're right, though, at least it didn't involve any ancient evil you had to destroy...except for that red lyrium idol, which comes out of left field at the last minute, and turns out to have driven Meredith insane. Oh, wait a minute...
I'm not sure what "conflict conflict" means. There was no great war or anything (thank [censored] god). I don't see direction as being integral or necessary to a game's plot. It was clumsy and inconsistent in it's handling, but it's still the best Bioware story since probably Baldur's Gate. Which, admittedly, isn't saying a whole lot. Bioware almost always uses typically "epic" storylines that are dull and samey, but with great production value. I'm more than fine with sacrificing some of that production value if it means getting something a little different.
The lyrium idol played a pretty sizable role in each of the major acts. :shrug: And it wasn't really an ancient evil, it corrupted individuals, driving them insane, but it only intensified their original feelings. The main conflict was between mages and templars, and was probably the only really interesting thing to come out of Origins. Again, clumsy handling with choices that really change nothing, but choices in Bioware games rarely do.
By the end, I was really hopping for a Bloodlines-esque ending where I could just say, "[censored] all you guys." Unfortunately this was not an option.
"Original" does not automatically equal "better" or even "good." And DA2's story can't even be called original either.
In this case it does. Because we have seriously been playing through the exact same story for decades now, and especially when looking at Bioware games in particular.
I said that they got worse. They were not only not addressed, but simplified areas indirectly affected others. Every encounter in DA2, for instance, is quite the same; enemies spawn in waves and attack from every angle. Every. Single. Time. Less thought was put into them than in DAO, and the same strategies only ever need be recycled even more. DAO was guilty of this to a degree as well, as it often threw the same enemy combinations at you, but it at least had the occasional varied fight that forced you to switch gears. Furthermore, positioning became even less important in DA2 thanks to characters being able to swiftly cross the battlefield in an instant, and for friendly fire being removed from all but the highest difficulty levels.
Ditto for itemization, which got worse for two things. For one, they simplified the mechanics of the original by making it so that only Hawke could equip armor, and two, still made the majority of drops absolute trash. Armor was included with the drops. Armor often intended for one class...that only one character could ever equip. Put two and two together at what this equates to.
Yes, Origins was more about positioning and prior planning, Dragon Age 2 more about quick thinking in the thick of things and companion cooperation. It's a trade-off, to be sure, but I don't see any real net loss in complexity. Both games were pretty much mind-numbingly easy and endlessly repetitive in their combat. In Dragon Age 2, things at least seemed to end a little quicker so I could go back to being a total dike to everyone I met. Of course, both games had their inexplicably challenging fights like some of the dragons and the Rock Wraith in number Two.
I'll give you equipment selection. It's not something I really ever cared about, pretty much hating loot grinds in RPGs. It does offer fewer companion options, though.