Sounds good. What about character backgrounds? Male and female options? Different races?
Avellone: The world and story are narrative driven, not adventure-driven, so we should probably have a pre-generated character with a lot of tie-ins with the world and the NPCs in it. We’ll call him the Nameless One. This will help us squeeze the most mileage out of our content.
Gaider: The the world and story are narrative driven, not adventure-driven, so we should probably have a pre-generated character with a lot of tie-ins with the world and the NPCs in it. We’ll call him Hawke. This will help us squeeze the most mileage out of our content. I remember Chris did something similar with the Nameless One, back in Torment.
Hawke is fantasy commander Shepard. You seem to be confusing the standard practice of giving the protagonist a generic surname for the purpose of voice acting with the protagonist being unique. You name Hawke and choose their gender.
The entire point of the Nameless One, like many other aspects of Torment, was to subvert the player's expectations of RPG tropes. Instead of naming your character at the start of the game, you regain your identity at the very end. Instead of saving the world, you're immortal and your goal is to find a way to die. Instead of going from zero to hero, you're simply relearning skills from your previous lives.
Why did you make up these conversations and present them as if they were real interview excerpts?
The key structural difference is that the presentation of the narrative in DAII is cinematic and the presentation of the narrative in Planescape is novelistic.
That's the key structural difference you came up with? I can think of a few ones that are more significant.
Dragon Age 2 doesn't have any stat/skill checks.
The protagonist in DA2 frequently acts and talks without the player's input. In Torment the player is generally always in control of what the Nameless One says and does.
The narrative in Torment is designed around the possibility that companions die, are removed from the party or the player never meets them or recruits them. This is not possible in Dragon Age 2, where companions are mandatory, unkillable and very horny (and bisexual).
(a) takes place mostly in one hub that extensively reuses environments for quests
DA2, besides being a hideous looking game, is notorious for its copy-pasted environments. Torment doesn't do that, every area looks distinct.
Torment's structure is similar to another BioWare game, but it's not DA2, it's Baldur's Gate 2.
Both of them start out in a big city hub, followed by a linear trek through a variety of locales, then you return to the city and you go to a hostile planar location for the final showdown.
(d) made on a shoestring budget over a limited timeframe
DA2 did not have a shoestring budget. Had BioWare simply reused the mechanics and assets of DA:O, they could've made the most of the limited development time. Instead they decided to reinvent everything and ended up making it look and play worse than DA:O, which did not have stellar graphics and mechanics to begin with.
Torment was made by an inexperienced team using an unfinished version of the Infinity Engine, which is one of the reasons why it turned out the way it did. Putting Feargus in charge of the combat wasn't the brightest idea either.