More excited about Original Sin definitely. Although Dragon Commander will be something weird and fun and out of my comfort zone and I may very well not even like it, but it's worth a shot.

I thought of something for the wishlist, and it has to do with quest depth and outcomes. I like multiple ways to solve quests, but not just good/neutral/bad (Bioware) or succeed/fail (most other games, including many but not all quests in previous Divinity games). What I'd like to see is "failure," so to speak, not be something you reload to avoid a "failed quest" entry. Instead I'd like it to be something that creates a new path through the game. Life in the game-world just keeps going on, certain "mistakes" are just things you did and learn from.

The best example I can think of offhand is in Chapter 2 of The Witcher. There's a whole mystery quest with suspects, evidence, and eventually an autopsy. It seems like there's about 20 different ways you can solve this quest, and many of them involve getting stuff just plain wrong. Drawing wrong conclusions from evidence and accusing the wrong people. Missing evidence and clues entirely. Not learning about anatomy and botching the autopsy. Or stumbling into a crypt and discovering the truth by sheer accident.

Each path has its own way of guiding your character towards the truth. No matter what, as long as Geralt is still alive, you didn't mess up. The kinds of quests characterize both Witcher games. You always progress, just often by very different paths (and not the shallow good/evil stuff). I guess I'd like to see an approach like that in Original Sin.