There are two general categories of stories. Event based plot and character based plot.
DA:O was mostly event-based plot. Most CRPGs, in fact, have event-based plots. Something happens, and you as the player react to it.
DA 2 is a character based plot. Every major character in the game has their own plot, their own series of goals, driven by their personalities. BECAUSE this is neither "normal" nor "expected" in a computer RPG, people are complaining about how "there's no plot, there's no story." Because the protagonist is often not the driving force pushing the plot forward or initiating reactions to events, many players fail to see how good the storytelling actually is.
Lockpicking mechanics are explained in the codex. Varric can open any chest in the game, but only if his cunning is high enough. There are rings and pendants that give a substantial boost to lockpicking specifically, as well.
DA:O was mostly event-based plot. Most CRPGs, in fact, have event-based plots. Something happens, and you as the player react to it.
DA 2 is a character based plot. Every major character in the game has their own plot, their own series of goals, driven by their personalities. BECAUSE this is neither "normal" nor "expected" in a computer RPG, people are complaining about how "there's no plot, there's no story." Because the protagonist is often not the driving force pushing the plot forward or initiating reactions to events, many players fail to see how good the storytelling actually is.
Lockpicking mechanics are explained in the codex. Varric can open any chest in the game, but only if his cunning is high enough. There are rings and pendants that give a substantial boost to lockpicking specifically, as well.
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