@Matt Barthez:
By those standards, a single game would need the content of two to be considered replayable. Even so, DAI comes closer to that than any other Bioware game so far. I'd say it's replayable at least twice. Allying with the mages or the templars gives you completely different missions and half of your enemies are different for the rest of the game. This was about meaningful choices, though, and your choices can be meaningful without the game presenting you with a permanent change you can see for the rest of the game. Strictly spoken, a choice can be meaningful with no response at all, if it says something about your character, but of course that's unsatisfactory when you make the choice to have an impact. DAI goes a middle way and often gives us permanent changes to the game world it tells us about, for instance in war table operation reports, but no changes in the parts of the world we can personally explore.
@AlexMBrennan:
I did say FO:NV did this better, but at the price of a lackluster presentation with much less emotional impact. And yeah, go on and cite every minor encounter where we can't make a meaningful decision as evidence that there are no meaningful decisions. That's so perfectly objective and logical. Of course it's desirable to have more options in those minor encounters, too, and a game where everything isn't voiced can afford to make it so. DAI goes for a better presentation at the price of putting less resources into minor encounters. That's why it's not as good as FO:NV in this, but IMO the better presentation and intensity of the more important encounters more than makes up for that.
Also, for war table operations, I have specifically said the choice of advisors was meaningful if the operation resolved some minor plot somewhere, specifically to exclude things like resource collection.