Bioware's problem is that it's still trying to figure out how to make games like a new dev because their turnover has been pretty bad. They had a similar bit of stumbling after black isle died, and bioware/black isle joints were the best in the business, but they've been looking for their mojo for sure ever since the doctors left. I love bioware games in general, but I'd give my bioware rankings as:
BG: 6/10. For the first outing it was incredibly impressive, but I hate hate HATE low level AD&D. That and while many loved the open adventure feel of hitting the wilderness zones, I hated it.
BG2: 10/10. Improved on everything, and as close to a perfect game as BW has ever made. Higher level characters means no more dying to a stray goblin arrow, more variety in equipment and magic, and the areas were jam packed with quests, memorable characters, and great lore. Easily in my top 10 of all time.
NWN: 7/10. The graphics weren't incredible even at the time, and the main campaign was fucking unbearable, but the toolset was great, and we saw some unbelievable stuff come out of it. Good translation of the 3e rule system, as well. Being a P&P player, it was cool to see so much translate over so well.
KOTOR: 7/10. The star wars game. Already got a lot going for it there, but the areas before your jedi training were a slog (my usual setup for playing KOTOR is to immediately get a 'skip taris' mod). Also the typical tropes of how Bioware games operated were starting to get a little long in the tooth at this point, and it felt like Bioware kept going back to the well trying to recapture the lightning in a bottle that was BG2's blend of dialog, character, combat, and story.
ME: 8/10. So much I could say about ME, but I'll say it had the most to prove, and it was the point at which I realized that Bioware had firmly set its foot into the "RPG Hybrid" space. It was brilliantly executed, but some of the RPG elements felt like they missed the mark compared to the shooter gameplay it was trying to emulate. Amusingly, this is the game that felt closest to the current hotness of open world games, Destiny and The Division.
ME2: 10/10. Next to BG2, this is the closest BW has ever come to a perfect storm. I loved the "dirty dozen" style of storytelling over the usual space opera space jesus adventure by digging into the individual characters, and the improvements to combat were great. This felt like the most linear of the ME games, but it also felt like the ME game that capitalized the most on what a linear game allows you to do.
ME3: 7/10. I honestly think ME3 is a game that plays better than ME1, or to an extent better than ME2, but ME3 had the biggest shoes to fill and failed spectacularly to fill them. I beat the game before the extended cut, so I had the most "wtf" moment with it, but the missions in ME3 felt a lot more hit and miss than the ones in ME1 and ME2, with some big time payoffs, and some missions that really fell short. To put it another way, ME3 had the highest highs and the lowest lows.
MEA: 7/10. MEA is one of those games that's intensely divisive on GAF, but I had a blast with it. I'm hoping for more improvements to the multiplayer, and there are some side quests I want to go back to SP for, but all in all this felt like a competent but not fantastic entry in the series made by the b-team where there was a ton of potential and only some of it was used.
DAO: 6/10. Never have I seen a Bioware game that feels like it's trying so hard to be something unique by being so derivative. By now the world of Dragon Age has found an identity, but with DAO the only thing I could think of was that Bioware was trying to recapture the magic of BG2 *again*, only this time before they hit the drawing board they made everyone read Game of Thrones. It just felt like a cheap cobbling together of fantasy tropes and dark gritty medieval realism, and the result was something I enjoyed, but felt like I had already played a better version of already.
DAI: 6/10. The only game on this list that I never beat, but played enough of to form an opinion of (I played some Jade Empire, but only for like 15 minutes, so I don't think it's fair to grade it). If DAO was a studio head trying to recapture the magic of BG2, DAI felt like someone solo questing in wow who said "you know what would be great? if we could put the 'bioware spin' on this!" This is arguably the worst example of how to incorporate MMO-lite gameplay into your title, and I was bored before I got out of the hinterlands. Oh, and before anyone comments on that bit; yes I did leave the hinterlands, and I got through several other zones, but I still never really stayed as entertained as I was in the intro where things were more controlled and linear.
I hope against hope that BW learns that their strengths are not in designing open world games and they keep to linear levels with strong dialog like ME2 or a decent number of moderately sized explorable zones like in BG2. I feel like since the doctors left, though, the direction the studio has taken has been towards making each successive game bigger, without concentrating on the moment to moment quality of the game. Nobody cares if Eos is bigger than every zone in DAI put together if there's only a handful of areas on Eos worth going to. My favorite part of that whole world was the Kett stronghold which was a linear romp through waves of badguys. Well, here's hoping.