Allan, I'd be terribly curious about how the non-finish in CRPGs compares to action games. By that, I mean, I bet there are a lot of people out there who play a shooter like Call of Duty or Battlefield 4, and never finish all the levels in the single player campaign either. I'm genuinely curious whether that percentage is higher or lower vs. a CRPG like Dragon Age. (Problem too could be they never start the SP campaign because they have no interest in anything but the MP, or don't finish it because, same reason.)
Of course, it might not be tracked ... like, does the achievement of finishing those shooters "report" to the developers that the player has finished?
A lot of people assert people never finish CRPG's because of their complexity. But I'm betting a lot of people don't finish games, because they just don't have the patience to finish all the hours of any game that's lengthy - regardless of simplicity or complexity.
We have to be careful how we look at data. For Mass Effect 3, for example, if someone doesn't finish the game but has played 400 hours and has unlocked all the MP aspects, then it's safe to say they played the game for a while and probably weren't all that interested in playing the MP. If someone didn't complete much of the single player, and didn't play a second of MP, then we can conclude that the player didn't finish the single player (for some reason).
I don't know if the percentage is higher or lower, since I haven't heard anything about the data for those games. I could probably poke around and find out how many people played BF4's SP which might help.
It's important to note that I'm not actually suggesting that someone that didn't finish our game didn't like it. Or didn't feel like they got their money's worth. I can't be certain why someone didn't finish the game. I can find out, however, various statistical measures (i.e. mean and median) of players that play our games pretty quickly.
The main evolution from Eclipse/Lycium to Frostbite is graphical. The main thing Frostbite is updating is the graphics, animation, and physics, to make it all more realistic.
This is a bit simple. Yes, graphical improvements are huuuuuuuuuuge, along with all those aesthetic things like animations and physics (although physics can be applied in other ways, too). It also has things like different memory managements, the actual existence of some sort of streaming technology (so we don't need to load an entire level into memory anymore - this immensely helps us with the size of our levels), and various other forms of improvement.
The biggest deficiency the Frostbite engine had for us was the lack of tools and systems that we were used to using for creating a game the way that BioWare usually did. While this is a huge cost, it DOES provide us with an opportunity to actually improve upon previously known issues with our tools, but weren't fixed because it was "good enough and we need to ship games, yo."
Personally, I suspect the things some people want to "touch" or edit in DAI are still in 2DA files (essentially 2 dimensional arrays like an Excel spreadsheet), like how many points you get when you level, or the experience points you get for certain things. For the record, Bioware used 2DA files in BG2, in NWN1, DA1 & 2, and I feel safe betting they'll continue to use them in DAI.
Oh, I could be wrong, but I am calling this as a safe bet.
We definitely do not use the same 2DA file structure that we used (it's important to note that the legacy of DA2's engine is actually NWN1, so that we continued using 2DA files is less surprising). They are stored in data files, but it more resembles an XML file now (though it's not). Whether or not that data file retains its structure when packaged and bundled in the release version of the game I honestly don't know.
You *are* correct, however, that there will be data files and enterprising people will try to rip them apart. I'm not sure how easy it will be to do so, nor what data will be likely to be found.