Let me start with the standard disclaimers: I generally liked the game. I appreciate the responsiveness to DA2 criticism. And I've gotten a 70 hour playthrough out of it, so I feel like I got my money's worth. So please no "BioWare can never do right, no matter how much they give you" arguments. This is constructive criticism.
That said, I probably won't play DAI again any time soon, because there was no sense of purpose behind the places. Having lots of open areas is nice, but the question I kept coming back to was, "Why am I here again?" Epic dramas require clear motivations. If you can't, within five seconds, explain why the protagonist is doing what she's doing, the motivation part has gone off the rails and you're in danger of losing the audience. In the particular context of an adventure story, you have to be able to understand what the main character is doing in a particular place.
Consider DAO as a model. At any given time, it was very easy to explain the Warden's purpose in a given place. If you are in Redcliffe, you are trying to get into the castle to the Arl, so he can help fight the blight. The vast majority of subsidiary tasks (preparing the villagers for battle with the undead, dealing with the tavern owner who won't help, etc.) are directly tied --through clear, tightly-written dialogue--to that main purpose. So you never forget why you are in Redcliffe. Or the Brecilian Forest. Or the tower. Even in Orzammar, which I grant went on too long, you can always tie every action back to a simple, urgent motive: "I have to get a king in place so he can help us fight the blight." No matter how far down the deep roads I go, I know why I'm there. MA2 and MA3 also generally got this right. I know why I'm on Palaven's moon, on Tuchanka, etc.
DAI did a poor job on this front. Most of the areas were introduced by a text-only explanation at the war table, followed by the same perfunctory exposition from Harding: "Welcome to [region of the country], Inquisitor. It sure is [wet/dry/woodsy/dangerous] here. And there's a faction you'll need to fight for some reason. I think they were mining, or drafted into a war or something. Anyway, they're pissed, so watch out." And at that point, the drama drops away and this (often beautiful) landscape goes from being a stage for a great story to being a level. You're there because this is a video game and you need mooks to fight to grind experience and/or unlock something else.
Bottom line: DAO felt like a grand story on an average-looking stage. DAI felt like a game with beautiful levels. I'll take the former, please.






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