I agree..Don't copy Skyrim...Stick your old Origins/ME formula...lol
Bro do you even Red Dead Redemption ? It's not an RPG game but still a fantastic open world game with amazing Story....
And Wait till W3 is out..They will school Bioware on how to create a seamless open world with great story and content....
Also, Divinity Original Sin is quite open world...It's a hardcore RPG with great story and more choices and option than DAI...
Red Dead (and, I would argue, Fallout 3) is pretty much the only open world game that has been made that has really managed to seamlessly weave a strong narrative with an open world. Maybe TW3 will manage it, maybe they won't, we'll find out in May, but either way, the point remains that combining open world gameplay and a good story is incredibly difficult to do; far more games have tried and failed than those that have succeeded. With DAI, Bioware has compromised their great strength (story and character) in order to follow the popular trend (open worlds) and their story, and consequently their game, is poorer for it.
If the devs had not had to spend so much time building huge zones and filling them with meaningless side quests, perhaps they could have found the time to develop Corypheus are a more impressive and compelling villain, and build up the second half of the story to a final confrontation between the demonic forces and the Inquisition (not just the Inquisitor and his little band against Cory). They could have had an ending with as much punch as the final assault on Denerim in Origins, but instead the story runs out of puff (or, more likely, development time) and ends with a completely underwhelming showdown in which all the work the Inquisitor had done in building up their power had no impact on the final battle and leaves people going, "What? That's it?" at the end of it. Its the after-credits encounter between
that gives people the big ending punch, not the battle with Corypheus.
At the heart of the matter is the fact that the open world and story elements of the game are so tenuously connected (by the power mechanic), that you could be forgiven for thinking that they might have been two separate projects merged late in development. One one side, you have the open world filled with fetch quests, rift closing, gathering, collecting, and dragon hunting, and on the other you have the story driven elements, the cutscenes, interactions with your companions in Haven and Skyhold, and on key story missions, and the two rarely cross over. You are either out in the world tooling around and not talking to your companions or doing anything meaningfully connected to the plot, or you are standing around in one of a few key locations talking to people and pushing the plot along; most of the story exists independently of the open world and you could have easily told the story without even having the open world at all.