That you have such trouble acknowledging that the indistinct, repetitive and banal nature of some of Inquisition's ancillary quest content absolutely speaks to their quality is all kinds of telling Lebanese Dude. What is it you're having trouble understanding here?
So, your argument that DAI employs Quantity over Quality is that DAIs sidequests are repetitive and boring.
That's quite a misguided correlation to make. This gonna be easy.
First of all, you claim that the quests are boring. This is subjective. Don't reflect your tastes onto the game itself. A lot of people find them fun and no they are not a minority either.
Then you say they are repetitive and Indistinct. Ignoring the fact that they occur in different zone, objectives, and delivery styles, might I remind you that they also can be categorized into pretty different implementations right?
You have kill, escort, fetch, puzzles, collect etc...
That makes them distinct enough.
Now to the actual subject matter, where has the Quality of the individual fetch quest decreased?
The quests require you to perform some task which amounts to a fetch quest, and then provide you with a reward for your efforts.
The existence of the sidequests is the same as any side quest ever made in a BioWare game.
They are the equivalent to the Chanters Board, Collective, and irregulars quests in DAO.
All of which are quite "boring" themselves if done individually, since they are all clustered with nothing but experience, gold, and the rare new disjointed empty zone to explore.
While the fetch quests in previous games were pretty much on the way to main quests, in DAI most require you to explore beautifully crafted zones independently of the main quest. The quality of the quest setting improved. The delivery is different. The purpose is different,
One can also argue that the fetch quests provide four rewards as opposed to 2: Gold Experience Power Exploration.
You get more for the same effort.
Well....****.... I guess they are simply working as intended like any fetch quest in the series, if not better and for a different purpose.
The game is much much larger. Do you expect the quality of the fetch quest to increase proportionally with size as well?
While in previous games they were there to only fill the entire game world with scattered objectives, in DAI they are concentrated per zone and used to fill each individual zone with objectives to provide an incentive for exploration.
Imagine a Chantry Board, Irregulars Post, and Collective bag in each zone giving you quests to do if you choose to explore the area.
The Quantity obviously increased, proportionally to the increase in size of the game world. This was expected.
I havent even touched the actual implication that the story/companion/zone quests have also decreased in quality (they story speaks for itself) but I'll stick to the actual fetch quests since that's all you're capable of doing.
Expecting the ratio of Quantity and Quality with regards to fetch quests to remain static as the size of the game world expands is pretty delusional. Weve already discussed the misconception regarding resource usage and implementation in another discussion.