So any time we do something like a camera drift, custom animation linking or anything else that isn't necessarily possible in the conversation editor, it counts as a cutscene. Bearing in mind that the cinematic design team on DA2 is much larger than on DA:O, we tend to be able to give a larger percentage of conversations that 'extra touch', as it were.
So saying that there are '103 minutes of cutscenes' doesn't really surprise me, particularly when a single dialogue can have multiple cutscenes for one 'section' and yet only play a single of the group, based on a number of factors (player personality, henchmen present, player class). Thus, 30 seconds of cutscenes may refer to 3 different 10 second cutscenes, only one of which you'll see in a single playthrough.
Suggesting that we've removed large swathes of dialogue only to replace them with non-interactive cutscenes to save time/effort is actually contrary to how things work. It's a lot easier to do 50 seconds of back-and-forth, stand and deliver dialogue than it is to do that same 50 seconds using cutscenes. Cutscenes require maintenance if assets change, they take a lot more cinematic design time, and they have to be set up to accommodate foreign VO, for example.
I mean, if we had 30 minutes of cutscenes in the game, it would likely mean that we'd either A) trimmed the dialogue a ton or

only applied that extra layer of polish to a few key moments. Instead, we tried to improve the overall visual fidelity of the conversations and adopt a more cinematic style. This, by necessity, requires more 'cutscenes' than if we'd just done everything procedurally. The end effect is, I think, a game where the conversations tend to look a fair bit better. But in the end, you guys will be the final judge of that.