I've read a lot of complaints about DAI's supposedly lacking roleplaying dimension. Most of those complaints cite the streamlined ability and attribute system, simplifying of tactical combat etc.. as the reason. And they have it all wrong.
Why? In short, they mix up the game dimension and the storytelling dimension of roleplaying and mistake the former as the genre's core. They mistake the dimension that lets you define *what* you are (read "you" as the character you're playing from here on) through the game rules as the core, while it's actually the dimension that lets you express *who* you are by making decisions within the framework of a story.
This confusion is grounded in the history of the genre. Many traditional roleplayers are used to thick rulebooks - or their digital equivalents - that let them make a game of creating their characters' skills and talents, and they derive much of their fun from playing with that system and using it, mostly in combat, because traditionally, that's the only thing video games have been able to simulate well. Computers are machines that use rules. Ideas not easily captured by rules are far harder to implement in a video game, yet they are important for the more meaningful dimension of roleplaying.
What am I talking about? Well, how meaningful is the decision to either kill an opponent with a sword or with a spell? I'd say not very meaningful, yet that is what rpg rules traditionally allow you to define. Much more meaningful is the decision to kill or not to kill an opponent, yet most video rpgs take that decision out of our hands and force us into deadly combat again and again.
So now consider Dragon Age: Inquisition and ask: how many *meaningful* decisions do you make in this game, decisions that say something about who you are rather than what you are? You do that, every time you judge a prisoner, every time you send a specific advisor on a war table operation that resolves some minor plot somewhere, every time you make a major plot decision, influence a character in dialogue, resolve another character's problem in a specific way or even talk about your beliefs. DAI has probably more than a hundred of such decisions, way more than any other Bioware game ever had. The only game that did this better in my opinion was Fallout: New Vegas, but that came at the price of a lackluster presentation with much less emotional impact.
At the end of the game, you can answer the question of who you are in the world of Thedas by pointing at everything you influenced with your decisions and say "I am the person who made things this way, and I am (fully/not/mostly) pleased with it". For me, that is the essence of roleplaying, and the more technical aspects of building and building up a character mere decoration. I love that decoration, but if resource constraints make it necessary to sacrifice something from one dimension in order to enhance the other, then I'd rather sacrifice from the decoration. Which is what DAI has done by simplifying the attribute and ability system, and which is why I am, some annoying flaws notwithstanding, immensely happy with this game.
TL;DR:
DAI is a very good roleplaying game because it focuses on making meaningful decisions that say something about who you are, even if that comes at the expense of the more technical aspects of the traditional roleplaying genre.






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