You're putting DA:O on a pedestal. Deep roads wasn't "huge in scope" and you couldn't get lost, it was quite linear, with paths veering off but coming to a dead end. I wouldn't say it was packed with action either (I found DA:O combat dull tbh, speed mods ftw). In the deep roads you went along a path killing enemies on that path.
Also this isn't to do with the comment, but people are saying ONLY 11 MAIN STORY QUESTSSS! DA:O had the same if not less. So many people hated the fade section of the circle tower too, especially after doing it more than a few times. And as for DA:O sidequests vs DA:I, let's take Dagnas quest
"I want to study at the circle tower"
Go to circle tower and ask first enchanter
Go back and tell dagna yes
or the women in dust town
"my father threw me out"
go to tavern to convince him (or not)
Go back to girl and say you can go back
If DA:O had been bigger in scope it would have been filled with more quests just like this. There are plenty of things to do in DA:I that aren't fetch quests. And even then, fetch quests can be great if they matter and have story behind them, and they do. e.g. the ram meat quest (at the very beginning of the game) you're collecting ram meat to help feed the villagers, seems fair enough and something my quizzy would do. Not everything is going to be cinematic masterpieces.
DA:I is by far the superior game, in everything.
First im not putting origins on a pedistal, origins was just better writing, better story, better immersion and a better feel for completing the game. And deep roads was huge in scope, what went on down there was pivatol to many major story arcs within the game, changed perspective on what race you were and with origins what race you were changed where and how you started.
Another thing for the deep roads, there were many paths to follow, many things to find, ppl and lore that pulled you in. You understood the wardens and the dwarves mainly through the deeps roads and tiages found within them. Putting one sub area eg the deep roads against one main area in inq which is the hissing wastes, hissing wastes is massive, yet has no where near as much content as the sub zone of deep roads.
As for the ONLY 11 quest, count that as 9, 1 is the prologue, the other is hello and welcome to skyhold. the bulk of the missions in origins were woven into the main story, inq doesnt follow that, as for the ow my father has kicked me out comment, would that be the women who had the child with the dwarven warden, dagna or the dwarven female who you help reunite with here family who in turn helps you get the council you need to get the dwares to unite with the wardens. And all the ones mentioned didnt have a simple help them, it had help, hinder, bribe, work with or ignore. What you did with those impacted on the end result.
And as for fetch quest in inq, not all are bad, but all are repetative, the majority of what we did in origins is now replaced by timed missions from the war table that we have no impact upon beyond sending one of the advisors forces todo it. In Inq i find exploring rather dull, you dont have enemys at every turn, ive been attacked by more bears then actual enemys.
There are so many gaps between mobs you can simply wander around them if you so wish, not engaging and negating the bulk of the forces meant tobe after you. I actually explored the hissing wastes by having a match stick holding my W key down and looking up every now and again just to make sure i was still going in the way of the marker.
And the main difference between origins and inqusition, what you did through the game in origins, the choices you made actually mattered on the outcome of the final battle, in inqusition you could spend all the time in the pub, ignore everyone and the end result is still the same, mano v mano.
So no, inq is not by far the superior game, and the only thing being put on a pedistal is bioware by you when we know what they can do is much greater then this. And dont get me wrong, i like inqusition, but i dont love it.