Necessity is the mother of invention as they say. I think the reuse of assets was the meme that came out of DA:II, but I still think each area of the city areas had their own thing going, from the port area to the honey-comb mines turned slums; and even having the nicer parts of the city, still have the kind of oppressive feel of a slave-quarry/turned city-state, worked for me.

I haven't played DA:II in some time though, so I'm certainly adding a little to it on my end. Regardless, the concept of a building a world 'tall' instead of 'wide', and then adding to it a story that takes place over a longer period of time, is still interesting to me, especially because you don't see it very often in RPGs for some reason.