I, for one, couldn't even be bothered playing through DAO to the end.
That being said, I have only 1 completed playthrough of the Witcher as well. I've owned the game since... early 2008 I think. 
I will expand on my thoughts now;
1. The differences in the story between DAO and TW1.
DAO;  you play as whoever you want (within 6 predefined archetypes). Once you  have left your origin, the game follows a strictly pre-defined path as  you are given tasks by the Warden. A major event occurs that sees a  paradigm-shift in the nature of the game from pre-constructed narrative  to a "make your own adventure" novel. The illusion of choice is  maintained by offering the player 4 or 5 different locations to begin  searching through, with those locations themselves allowing a 'weaving'  of interdependent quests [notably the Red village quest with the boy  which takes you to the tower which takes you to somewhere else]. While  not a fault in itself to offer a pre-set narrative the story is weak for  reasons I will detail below.
Prima; The story is weakened by the  sudden change in narrative style, from a predetermined path you are on  it switches to a multiple-choice map. Instead of having a few choices  that are well detailed to propel the character forward we are presented  with 4 totally different locations that demand us to disregard all our  narrative and plot points to focus on the immediate surroundings. The  result here is that the story feels disjointed and schitsophrenic, major  events from previous locations are ignored or deemed irrelevant by the  game as a result of the developers desire to provide 'choice'. The truth  is, you must still visit all these places, still complete their main  quests and to the developers I say the only thing I'm lacking in this  game is immersion.
Secundo;  The story itself revolves around a random individual from a variety of  backgrounds and locations and races being selected by another individual  to become some sort of demonically possessed  undead-hunter/monster-slayer. The premise of the game offers no buildup  to the Wardens arrival, no explanation of what he is or why he is  here[there?] and expects you to blindly follow a total stranger into war  against an army of undead with marginal or ineffective support and  drink the blood of a demon. The story concludes with you, the player,  the only remaining Warden on the continent, defeating a demon-god in  combat with support from your [non-Warden] friends and allies. This  suggests that the main character is infact nothing more than a living  compass and that the entire game could have been completed by any  suitably skilled individual who happened to walk in on the major  population centres currently under attack. [If this series of events  doesn't strike you, the reader, as totally inane and unbelievable then I  wash my hands of you now.] 
Tertio; Aside from the main plot of  the game [becoming harder to interpret and understand?] there are many  minor quests that revolve around helping individuals within the towns  you enter, as well as some activities relating to your comrades (though  normally only when you meet them). Let's examine some specific examples:  in Lothering you are tasked with collect bear hides (or was it spider  husks, I forget) from the surrounding wilderness by some person in a  tavern. What this person has in relation to the main story is left  unexplored. The quest seems to exist only to provide 'xp' and pad out  the game length by requiring you to kill a randomly assigned number of  specific creatures. [obviously TW1 includes quests like this but we will  focus on DAO for right now]. Another quest in Lothering includes  exploring the same wilderness for a campsite (or somesuch) to find the  occupants. This quest is resolved by finding it infested with spiders  and a locked chest. The quest, we can conclude, exists for no reason  than to provide 'xp' and equipment. Where companions are concerned the  quests they require are predominantly fetch quests. Morrigan wants a  book, Alistair is a wanker, OldWoman wants you to find[read:fetch] a  friend/tutor in the tower and Lelaina wants you to have awkward  conversations and feel scared as she watches you in your sleep [she  probably wants some ridiculous religious symbol or "love and acceptance"  or some other garbage but once again I never played the game through to  completion]. From these points we can see that the nature of DAO has a  large "MMO" focus to it. [I will come back to this later]
TW1;  TW1 follows the story of a Witcher, a person who typically was found as  an orphan or promised to existing Witchers,  who undergoes physical  tests and biological modifications in order to become a 'professional  monster slayer'. These words are important: they brook no further  explanation of the characters motivations for his job and do not permit  asinine or pretentious reinterpretations of who this man is, or what he  does. He kills monsters for money, it's very simple. The characters'  simplicity aside, the story of TW1 sees us assume command of the  character 'Geralt', as he returns from death to his home Kaer Morhen,  introducing us to people from his history and providing us a chance to  establish a new identity to play off the canonical old one via Geralts  struggle with amnesia.  There are still flaws in the execution of TW1  and will be examined now.
Prima; Choice and moral ambuiguity are  [advertised on the box, but I digress] key parts of TW1. Geralt makes  decisions and must deal with the consequences. This is sometimes handled  poorly. Notably right at the start of the game, in chapter 1, when  Geralt must decide to allow or not to allow a group of Scoiatel to  collect some smuggled weapons. If he does allow them to take the  weapons, in chapter 2 we find a character that would have accelerated a  quest lying dead in an inn. The problem begins with the story behind the  Scoiatel. It is not adequately explored before the decision over the  smuggled goods becomes important. Chapter 1 is focussed on dealing with  Abigail and the priest, not the Scoiatel and their war. If Geralt had  been told bluntly that the Scoiatel were terrorists who murder merchants  and peasants then the decision of the weapons would have had more  impact, as Geralt would have knowingly been aiding a group of  insurgents. What is found however is that the Scoiatel offer to pay  Geralt and due to a lack of information we find later that someone  important has just been killed. There was no reason to refuse them  except for someone who has already played through the game and wanted to  avoid that particular result.
Secundo; The story itself is a  rigid and linear progression of events that follow directly on from  previous events, except for when it doesn't. By this I mean the infamous  chapter 2 runes quest, the chapter 4 Dagon quest and the Chapter 4  sun-wraith quest. These quests unfortunately are quite long and are only  tangentially related to the main plot. The story drags, forcing players  to collect things that feel meaningless and offers no direct recompense  to the character beyond 'xp' and potentially gear. The events are  weakly held together by, at the end, forcing Geralt to speak about  himself to a companion, therefore presumably assigning some measure of  allegiance to a philosphical stand-point. The pacing of these quests,  the subject matter and the results of them leave the player feeling like  they have wasted their time.
Now that the story has been looked at in brief, we can move on to gameplay. 
2. Gameplay differences: analysing the combat system, the quest mechanic and the players involvement.
DAO;  This game claims to be the 'spiritual successor' of the Baldur's Gate  series. As the producers of the games are the same people, that claim  just doesn't make any sense. [Had they claimed it to be a literal  successor to BG it would have implied some kind of actual balance or  quality, so I can see why they didn't do that.] They said this because  they wanted to give the impression that DAO had a combat system  reminiscent of BG in function. In this at least they weren't lying.  Fighters fight, rogues backstab and magi shoot fireballs. Friendly fire  is a possibility which helps to encourage micromanagement of the  characters and just generally compensate for a lack of well-programmed  AI. Amusingly, the balance of the game is similar to BG, with casters  being unstoppably powerful in later levels and fighters generally  underperforming. Bioware didn't seek to just make a game that tips its  hat to BG, they fumbled dumbly into making a clone of that game and  tried to cover their tracks. The cooldowns on the narrow selection of  abilities is the icing on the cake, screaming "MMO" into the eyes of  every player.
The quest mechanic is equally uninspired. I will compare it to WoW's quest log and say no more. 
The  players involvment is the saddest part. Combat is a chore involving  micromanagement of 4 unflexible characters, often resulting in every  fight having the same solution (cone of cold, fireball, charge). This is  as much to do with enemy variety as anything, to which I will point my  finger at the dwarf tunnels and say no more. Overall player involvement  in the game truly shines in combat, with most other times the player  being a quest recepticle and scapegoat. Actual character interaction is  kept to a bare minimum.
TW1; The combat system of this  game revolves around a timed series of clicks, feints and spells. The  major difference between DAO and TW1 is the lack of cooldowns and the  special enhancements provided by potions brewed by the player.  Ultimately both games boil down to an attrition model with damage output  variably being related to skill selection and play style.
The  quest mechanic has a duality to it. On one hand we have the obligations  of a pest exterminator, in the killing of and collection from a  selection of monsters in varying quantities. On the other hand we  observe a traditional RPG staple of talking to people, doing them  favours and exploration. Calling this method 'questing' is a derogative  term to be used sparingly. Some 'quests' resolve without any benefit to  the player and can be safely labeled as plot progression. Others are key  checkpoints that when completed grant the player a predetermined  benefit. Quests are in essence something that is a side focus and done  purely for material benefit. What Geralt is doing, that is to say, the  hunt of Salamandra and the return of the Witcher formulae is his quest.  It spans the entire game. The game is his 'quest'. Every plot related  activity is story progression. The monster killing activities similarly  are "quests" in the sense that they provide some quantifiable return on  effort.
The players involvement is to assume the identity of  Geralt, to shape him down any of 8 specialisations they prefer, to any  degree and to not be dependant on one particular strategy at any time.  The addition of alchemy which enhances certain abilities while producing  another layer of threat to the health of the character is also  noteworthy as players must balance a dependancy on alchemy against being  good combatants. Where the story is concerned, the player conducts an  investigation, an autopsy, makes key decisions about loyalty and whether  or not to kill some characters. This requires background research and  good reasoning skills.
There is more I could say, but in  consideration of the points above I challenge people to think for  themselves about what *precisely* makes you feel the way you do. For me?  I feel strongly that DAO was an aborted MMO, with a stale Bioware  classic plot tacked on [I'm not kidding, someone actually produced a  chart showing the similarities in plot for every Bioware game made since  BG2. That so many similarities exist to warrent a chart, and then to  have that chart actually provide visual assistance to the criticism is  worrying] it's no surprise that the community is divided on it. There  aren't many neutral people, but plenty of people who either love it or  hate it. I would speculate at this point that the people who love it are  fans of games that don't encourage independant thought and games that  could get confused with a typical newgrounds hentai dating simulator.  These players are willingly overlooking the MMO style UI and are quite  willing to 'quest' for things. To support my argument I will bring your  attention to the DLC for the game. Replacing a permanent subscription  model for receiving more 'game time' via microtransactions (at  US$11.25/hour for the record) does not make the game any less similar to  more well known games that operate on an identical principle. The  principle of "pay to play".
I for one will not buy another  Bioware game again. They and the publishers have demonstrated a  continuing disregard for enduring games that will sell based on the  merits of its content and rather than on marketing hype and the push for  pre-orders. Games that are assumed to be good based on pre-orders are  simply games that are not designed to stand up to the criticism they  will face after release.
 
 
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