[Sorry for the awkward reading, but this is the no spoiler forum so I've put the spoilers in spoiler tags]
@Bladenite1481:
If I understand you correctly, you aren't satisfied with DAI because the decisions you make do not feel meaningful to you. I fully agree that if decisions do not feel meaningful to you then the game's roleplaying dimension fails for you.
I'm curious, though, why it would be that way for you in DAI, because for me it's exactly the other way. The decisions feel meaningful, and in part they do that exactly because there is no golden path in most decisions (there is in some, I'll get to that). If there is a golden path, then any deviation from it makes you either stupid or wilfully evil. I felt that way about the Broken Circle, the Sacred Ashes, the Werewolf plot and - to a lesser degree - Connor at Redcliffe. Thus, my choice there feels meaningless. In fact, specifically in the Werewolf quest I felt I didn't really have one if I didn't want to play a stupid or wilfully evil Warden.
Compare that with, say, the decision at the Orlesian court. I think we can say that...
You *can* still do it because you're simply evil, but "evil for evil's sake" is not a very convincing character trait. The temptation of evil lies in that it pays off in tangible benefits, most of the time. Anything more is petty or stupid. Thus for me, the choice whether I want to be evil for evil's sake is not meaningful. The choice, however, if I want to let something bad happen in order to gain a specific benefit, that is meaningful.
The decisions in a game with a roleplaying dimension are designed so that you can express who your character is, and I contend that DAI allows for far more subtlety than DAO in that regard. That "evil for evil's sake" and "good outcome with no downsides" are largely absent allows for more variation within the range of reasonable decisions that don't make you stupid or villainous.
As for coming out of things smelling like roses, your Inquisition can have that at the end of the game, but may I ask how believable that is? When has that ever been true of any power? There are also several war table operations that can have rather satisfying outcomes and no downsides, depending on who you choose for the operation, and everyone's happy if you...
@hangmans tree:
I find it funny how some people lament the good old times of good roleplaying and bemoan the newer style with supposedly less substance. You know, I've seen it all. I was there when AD&D came out - I recall how difficult it was to import the rulebooks back then - I've seen the first computer implementations of roleplaying games and followed every major step of crpg evolution since then. And I see what Bioware attempts with DAI as commendable. The flashy combat is just decoration to pull players in, and as for being fast-paced - it's significantly slower-paced than DA2.
Where I agree with you is that the dialogue system is not conducive to depth, because the paraphrasing makes it impossible to adress complex topics in a less than simplistic way. However: which game except Planescape:Torment (and Fallout New Vegas to a lesser degree) has ever done more? Certainly not Bioware's games. I will continue to fight the paraphrasing because of that, but I also see that DAI attempts more meaningful decisions with the tools it has, and it doesn't do too badly.