I agree there are some side-quest that are just plain nails it, that temple at WA for example. Since artifacts don't scale when you find a nice staff there, it's just neat.
This' the point i was trying make by saying: "...the game is really rich in content and didn't need all those MMO quest at all..." in first play-through player doesn't know which quest is well refined and which is just an another annoying fetch quest so they're impossible to ignore. DA:I is overflowing with content as it is so these fetch quests are unnecessary and making things worse. TB probably didn't liked the game as much as we did because his experince is contaminated with those pesky quests.
If i wasn't doing my second walkthrough, DA:I would remain a "meh" game for me just because of how those side quests get in the way.
I agree, they tried too hard to give the player things to do, and it backfires because 1) the side-quests are too numerous to be meaningful, 2) they feel necessary because of the Power mechanics (even if they aren't thanks to Rifts and Requisition) and 3) you feel assaulted by all the quests making the log a bit of a mess. It's a bit of the Assassin's Creed syndrome of cluttering the map with content for no other reason than you can, albeit not as bad.
More I think about it, the more I believe they should have had zones like the Hissing Wastes and Emerald Graves on one side (very large, with few quests by lots of exploration content to discover) and zones like Crestwood on the other (smaller, with a settlement, packed with more interesting quests, character interaction and choices). Zones like the Hinterlands and Exalted Plains whi attempt to be a hodge-podge of oth quests and exploration end up being busywork.
And please, Bioware, get rid of stuff like Shards. That's just way overkill.





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