I don't think it's a case of the game being too big but rather a case of the game lacking in content and what content there is mostly lacks any context. Take the Hinterlands as an example. There's a mine shaft that is blocked by a Barrier you have to batter down, only once you do, you find a few enemies inside guarding a chest and a couple of ore types and pretty much nothing else. Now compare this to Skyrim and for all its faults, you have a cave that has a variety of enemies in it which leads to an old Nordic ruin with a variety of levelled loot and enemies inside, eventually leading you to a word wall and a chest with high value items in it. The context is "I need to gain another word for my Shout" the reward is that word and the loot for your troubles. An average ruin in Skyrim will take longer to clear than Redcliffe Castle, for example yet both games are on a similar scale to each other.
The problem is, DA:I is a very different game from Skyrim. Even if it had as much content, it still wouldn't make it a better game because all that content would distract even more from the story.
Skyrim is a large, open world that contains many stories and it's up to the player to decide which story they want to experience... or not. Same for timing and order.
DA:I is a story driven RPG. Your character (despite being a blank slate) is narrowly defined and locked to its path through the story. You can't really deviate from it. The world of Thedas needs to support that, it needs to enrich that main path. Instead it distracts you from it and once you lose sight of it, most of the things you do become pointless. As you said, it lacks context.





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