If you're talking about Oblivion, lolwut???!??!?! The only weakness would be that it throws in a world full of peoples, but quite a few of them don't add much to the plot, nor have meaningfull sub-plots (that'd be a great mod though random sub-plots for every single character in the game). But that doesn't make it weak against most CRPGs.
So anyways, how would DragonAge compare to NWN2? In character generation, NPC interactions, tactical combat, HUD/console?
I was talking about Morrowind and the previous E:S games. I never touched Oblivion due to reviews and opinions from people I know.
NWN2 is probably worse than DA in my book. NWN2 expansion is definitely worse.
I think I'll replay DA:O at least to see the various origins and maybee once through the main quest because things seem to become interesting in the end game. I'd rate DA inferior to the Baldur's Gate II, the Witcher, or Arcanum however.
Character generation in DA:O is ok.
In my opinion, tactical combat sucks. I prefer Baldur's Gate 2 or Arcanum there, as the tactics of "Let's send our wizard through the middle of 6 fighters so she can get a better angle for her cone spell" is lame. Lack of serious consequences to death of party members also doesn't help. I understand the rationale, but still think it's not a good design.
NPC interactions:
-Interactions with party members in DA:O are great, except for the fact they arren't ergonomic if you turn off the sound. Still, it's a very good part of the game and DA:O is a success from this point of view.
-Interactions with non party members tend to be less satisfying. When going into the late game, I start hating bad guys, so that's a good thing, but the game is really slow in getting these interactions coming. Early on, it feels bland but becomes better as the game progresses.
HUD/console: I don't know what you mean exactly. To me the user interface is rather awkward, mostly due to the cameras which sometimes don't react as you'd like because there's a building behind you for instance. The shortcuts for spells etc. are nice but since you end up with way more skills than what fits in the bar, I often end up pausing to just find what I'm looking for.
Story-wise, the story is really very linear but the real issue is that the tricks used to constrain you are so big. Like freeing XXX in the castle, you find her, you want to get out and, oh, my! there's someone just in the way who wasn't there 5 minutes ago, they are uber-strong, do you want to die or surrender? Doesn't feel like a choice. Trick me into believing I had a choice if you must, make the choice have only minor effects, but at least pretend I have some control over my character's fate.