I've found myself feeling frustrated at the lack of realism, but feeling silly calling it that. It's not real, it's a fictional world with set parameters. And yet how am I to immerse myself in it, if despite the impending doom, there's a need to run around hacking and slashing at wolves - not for meat or fur for a long journey or anything. But just because one needs XP.
I think that's why I enjoy gaming webcomics so much. Because the good ones offer mocking of that 'OMG! The world's gonna end! Quick! Let's kill some wolves!'
Visual appeal is an amazing thing. It's so wonderful to have images of the story telling; Story telling you're having a hand in shaping, in however small a way. But then, it's never a complete immersion. And I guess noticing that might be my thing and that state is something gamers are used to; being half in the story and taking it seriously, like improv acting and on the other hand, having to add each 'encounter' to total xp for when they can finally go make a real difference.
How video games work. Ok, I'm going HUH. Lots of HUH. They didn't think the possibilities through? Is this in general?
I believe DAO has some adaptability in the endings. The bit that boggles me, is the expansion that comes RIGHT AFTER the ending - apparently doesn't take anything that happened into consideration. So you can continue with the same character, but it means NOTHING for the immersion aspect of the game, only for the xp and accessories accumulated part.
Tabletop RP still seems intimidating to me. That perception of 'not for girls' and 'omg a newbie' + people (and likely -new- people) makes me do far too much 'Arrrgh'.