Not like this, no.
Origins has plenty of different endings, with a lot of world changing bits too.
DA2 has one. You are just forced to kill two people even if you have supported one of them 100% through the game.
You might want to check out Planescape:Torment as well, if you think rpgs don't have choices.
In any ending of Torment TNO stops being immortal and then there's a cutscene where he grabs a battle axe and he walks off into the Blood War. The choices are no more meaningful than the ones in DA2.
The choices affect the fates of his companions, and the world around him. Him stopping being immortal is the point of the game - his goal.
I was talking about choices in DA2, though. Nothing you do in that game impacts the story. Spare someone and you get forced to kill them in the next chapter. Side with the mages and they still keep attacking you all through the game anyway. Help Anders do his personal quest and he does that thing at the end. If you don't help him he manages to do it anyway. The whole game was basically a movie.
In most rpgs you can make choices that affects the story quite a lot. The Witcher 3 being a very good example of this. Even choices made in some side-quests can affect the main story in that one. Mass Effect 2 has it as well. Shame ME3 screwed it all up, but still. In an isolated sense, ME2 had plenty of it.
In Dragon Age Origins you can die, become king\queen, Alistair can die\become a drunk\become a king. Who rules the dwarves is a choice you can make. Wiping out the werewolves\elves. Have the Mage's Circle put to the sword or not. Tons of choices in it. Each playthrough can be very different. In DA2 it is the same each time.