- You could move a lot of diferent objects adding a lot to interactivity
- The Main plot quests were clearly defined and the side quests came normaly on the way
- The perfect balance between open-world exploration and a subtle sense that you had a "gut feeling" where to go more or less (not feeling overly lost)
- The sarcastic humor
- The size of the maps and diversity of situations encountered
I'll side w/ all of this.
I also liked...
-- How some of the quests had more than one solution/outcome, as well.
-- It was somewhere b/t the depth of a deep RPG and an action-RPG.
Some action-RPG's, they just lack some depth and decision-making options on the questing aspect. Divine Divinity felt like one of the first to try both lines and do it well. Silverfall and Silverfall: Earth Awakening was another one that I thought did this well, as well.