Both BG1 and DAI have semi open worlds.
Both have non-regenerating health
Entirely true. No argument here. These are both good things in Inquisition, to my mind.
Both have limited healing in both potions and spells.
Neither allow for manipulation of attributes in game.
Eh, mostly so. BG allows you to stock up on healing potions if you need to, and they can often be replenished from the loot of fallen enemies; on the other hand, they won't be replenished whenever you rest, and rarely is there anything like a convenient supply cache. When you do rest, unless you're resting in an inn, there's a chance that you'll be attacked. Still, similar there, yeah. BG also has a good bit of healing magic (although limited) available, whereas DA:I has none (aside from that one).
Also, importantly, characters actually can be killed in BG, including (albeit rarely) such that they can't be resurrected. There are also cases where you can't drink a healing potion or use a spell, for a variety of reasons (paralysation, holding, stinging swarms, and so forth); I haven't run into that in DA:I yet.
Now, a lot of the difficulties with healing and supply in BG can be mitigated or mostly ignored if you keep running back into town and resting in inns, resupplying, and so forth. I don't choose to play the game like that, and I don't think it's a problem that people can. I consider the fact that either way is viable to be a plus.
It's true that neither allow for the attributes to be changed in the game, but in BG, you can change them at the start of the game during character creation, and the system is built on the assumption that you will have stats within the 3-18 range. Therefore, at the start of the game, you are designing what your character is like in that regard. There's no choice in that in DA:I, while there are still attributes, so if you want (for instance) your warrior to be agile and cunning as well as strong, yet foolish and somewhat frail, there's no way to do represent that.
Emphasis is proactive damage mitigation.
There I disagree. I would say that emphasis in BG is on killing the enemy before they can kill you; mitigating the damage certainly can be and is important, but not as important as winning quickly. Winning quickly is, in many cases, simply impossible in DA:I. When a fight drags on too long, and is mostly a case of several very tough people who can't inflict all that much damage wearing each other down, it loses tension and interest fast.
8 abilities are about the same that you find in BG1 characters that can only rise to the 7-8th level
For spells, yeah. It's eight more than you'll find in fighters, for example. Now, I realise that's something a lot of people don't like about BG, but to me it's a positive.
Baldur's Gate has no camera and therefore only one view.
Select only one character at a time is not a problem for me. The companion AI worked for me. I am able to switch when necessary. This also means keeping an eye on all the characters
To the first, true, but it's a fixed camera that does always work to survey the entire fight. The tactical camera doesn't always work that way, at least for me. The AI does work, unless you're trying for a specific combat formation, or trying to set up an ambush, or anything to that effect.
The reason that mages in BG cannot pole dance around their staffs or rogues do backflips was because of the limitations of the hardware.
The D & D ruleset allows for rogues back flipping or cartwheeling out of danger. In fact D & D rules allow for the acrobat. Swashbuckler is defined as part acrobat, part swordsman and part wit all rolled into a single class. That is straight from the BG 2 manual page 90.
True enough. The animations aren't really a problem, for me; yeah, the combat animations are unrealistic, but just about every game's are to some degree or another. I don't mind back flipping or rolling out of danger, that's cool; I do mind essentially teleporting over half the battlefield to stab some guy in the back. Now, I haven't spent any time playing a melee rogue in Inquisition yet, so maybe there isn't anything like that any more. That'd be good.
I will say one thing: Vancian magic is a terror and I am very glad it is not part of DA. Mechanically it turns magic into item use.
While I actually like Vancian magic, in general, I do understand this complaint -- one of my large problems with activated abilities and cooldowns is that it makes playing non-casters feel very much the same as playing casters, while I prefer it to feel very distinct.
Huh? I was talking about the core exploration gameplay and so forth. And yeah, "general feeling" is pretty important when I'm trying to decide if one game is "like" another game. Is there a reason it shouldn't be an important factor?
"General feeling" I would agree is very important, but it's also highly subjective. What may be important to one person, and give that general feeling, may be wholly unimportant to another and/or not give the same feeling at all.
The exploration and open world is similar between BG and DA:I, I'll grant that. While I do like that aspect of DA:I for the most part, it doesn't feel at all similar to me as it did in BG. I realise they're technically very similarly designed, but the other differences mean that exploring (for example) a large chunk of the map in each feels quite different. Lots of little things, and some major things, make up that feeling for me: the general look of the game (obviously different, although that's a style thing and neither good nor bad inherently), the way one controls the characters, the UI which is present, the combat when it is engaged, the method of interacting with various objects, the way quests are handled, the map, the way dialogue is handled, and so forth. Not all of those are bad differences. Some are simply neutral, but they still contribute to an overall different air to the game.
To me, DA:O gave me more of the same feeling as BG did than DA:I does. In some ways, those two games are more different, but some of the above-mentioned elements (dialogue, UI design, combat, interaction method, quest handling, the map)
felt more similar, even though some of them were still fairly dissimilar.
The main difference when it comes to this aspect is that the wilderness in DAI contains a lot more stuff to do than the wilderness in BG1, proportionally speaking.
It also feels more natural, at least to me, to explore the entire surrounding area of Baldur's Gate than it does to explore all around in DA:I -- probably because the initial stages of BG's main quest are less obvious than the initial stages of DA:I's main quest. It makes sense to me that my character might wander around a good deal in BG before getting onto the main plot, whereas it's been a little more odd to spend such a long time haring off into the wilderness in DA:I.
I just have a question. Since when did having more action oriented combat discredit the RPG aspect of a game?
It doesn't, so long as they're still room for building the character and having at least some character-focused aspect to combat.