Fenixp: Now you got my attention. I have actually downloaded and started DA: O right after finishing DA II. I chose a mage for a change, and ... Started killing wasps ... In the fade. I got bored really quickly.
You know what, if you press a button, something awesome has to happen. Button, awesome.
Well, I got a few minutes on my Laptop before we hit the bar, so I'll try to entice you.
The interesting fact about DA:O is not its lame background story (save the world.again.) But that actually is intentional, as they want this feeling of familiarity, so the "new stuff" stands out.
What Bioware tried to do, is to provide you with an experience which is based on the single premise: Do what is necessary. It doesn't matter that you save the world in the end, but what you have to do to achieve this. It wanted to provide with a setting were "good and evil" is meaningless. Because if you fail, everybody dies.
In the end, they did fail with this, as there was always an "easy way out" in most cases. They chickened out of the really hard choices. There some very masterful storylines were doing the good, actually hurts the grander course and aim you want to achieve. (The only proper "big" storyline that was really done in that case was the Orzahammer one. Which sadly is from the point of gameplay the lamest,imo.)
There are still many small stories of certain characters that show this better, however. Yet again, this is where Bioware games shine, in the individual storylines. You have to invest a bit in the characters, as it takes a few hours of gameplay until the stereotypes start to break down.
I think Bioware tried to make a big deconstructer of the RPG genre which they helped to create with BG (I'm not saying BG created RPGs, but the "mainstream RPG success" was a result of easy accessability of BG). But ultimately they chickened out of the really interesting decisions. (Considering how people bitch about changes, I don't really blame them. A game with such a budget is hard to use as an expertiment).
DA:O could have been a the RPG of RPGs. Even though they fell short of that, it still has a lot of remaining tidbits of that ambitious goal in it.
Personally, I also like the "team based combat" (those magic combination are sweet). Generally I liked the magic as it brought some nice ideas into it. It also has -a lot- of background stuff to read, which I always fall for.
It might not be the RPG it could have been, but it is worth a playthough, to see what they aimed at.