....They should just allow zoom out, way up to a certain viewable point. Make it as close as possible as the OTHER Dragon Age games were. WHY did it have to change so horribly? WHY? ....
I have been using the Cheat Engine zoom mod and it does this, however, using it I can see how other issues that are introduced as a result may have prevented them from implementing it decidedly into the game.
The camera operates as a solid object with collision and hence positions itself in front of objects that are between it and the player, albeit this does not apply to foliage. Secondly, it does not currently appear to have the capability to see through objects and thus whatever is between it and the player (that is not a collision object) occludes the player from view. This is likely an engine limitation and hence also likely to be a fairly significant undertaking to resolve. Without this ability, zoom out is not as useful as it may appear. Sure you can zoom out and see more but with the above mentioned limitations. Tac Cam, for which the zoom is most useful, is rendered useless indoors since the camera physically cannot go through ceilings and is only slightly better outdoors where trees and other foliage is in the way preventing a clear view of the battlefield. It simply works differently than DA:O and other similar RPGs.
Other possible consideration for no greater vanilla zoom implementation is feature parity between all released platforms. The greater the zoom the greater the strain (theoretically) on the system as more objects come into view. It simply may not have been feasible to offer this on other platforms and maintain some level of performance, pure speculation on my part. I suppose one could argue that platform parity is not important but I certainly understand why it is.
The camera appears to need some sort of physical entity upon which to focus. This makes sense, however, it seems to be further limited to that object being physically tied to the ground. I see no other reason why in tac cam it follows the cursor along the ground which makes it clunky in varied level terrain and somewhat unusable where said terrain requires "jumps" to move around as the cursor does not jump.
I suppose that the way all of the above was implemented in DA:I can be considered "bad code and/or bad design" however I am of the opinion that these are more likely to be Frostbite limitations. Having said that, one does wonder why this engine was chosen/used when these limitations surely must have been known from the get go.
I did not follow DA:I during its development but I have heard that the original concept for DA:I was MP only which may possibly be the very reason why Frostbite was chosen. The limitations noted above (if they are correct) were not necessarily limitations in the initial design of this game. Then when direction changed, it may have been too late in the development cycle to scrap it feasibly (terrains were developed, models were created, code was written, etc.).
Its all speculation really but it makes sense to me given the state the game at release.
So now I am playing this game but only because I approached it not as a successor to DA:O (I did not play DA2 so cannot really comment there) but as an altogether new game which happens to have dragons and DA lore. Don't get me wrong, I was, and still am, as disappointed as the rest of you as I bought this game to play DA on "PC made by PC gamers" but it is not that by a fairly decent stretch.
None of the above is intended in any way to excuse DA:I for what it is nor BW for its ultra hype regarding the PC player experience.
Sorry for the novel.