Bring up where I think ME3 and DA:I failed main plot wise:
When it comes to ME3's main story, I thought it was mostly held together. Sure, a lot of it was following the same outline of ME1's storyline (Meet with Anderson and see an attacks by Reaper by shotty cameramen, investigate a prothean ruin, pick up companion under attack, save the plot device from bad guy, meet the Council, etc), it still held mostly together. I felt urgency, and I felt sacrifices where happening everywhere, and many of the scenes were very emotional. "I have to stop the Reapers, and I have to find a way now" never felt dropped for majority of it (until Citadel DLC that is). Sure, stuff like the Krogan storyline felt rushed and underdeveloped, mainly because characters like the Salarian dalatrass and Eve made their appearance in this game, and really they should've been introduced in ME2. And sure there were issues and mistakes with the story here and there. But you felt like every mission was related to what needed to be done for ME3's main plot.
And then you get the ending, which opened a whole can of worms. As much as I liked the ending, it doesn't change the fact that they introduced a new character at the very last minute out of left field, and change the story from one soldier trying to stop the Reapers from Harvesting everyone, to Synthetic vs Organics being the main theme, and here's how to solve it? (though not really, since Synthesis is cheating). You were given endings that had no proper setup. And it was so bad it even made Bioware need to make an Extended Cut on it. Plus the plotholes on how the catalyst even fits in ME1's continuity, Harb being nothing more then a glowing Reaper, you picking Anderson for Councilor treated like it never happened outside of a Codex entry, Cerberus getting Reaper tech regardless of what you did in ME2, choices in general being the same besides some pallet swapping, Dark Energy setup being thrown out, etc. I felt like ME3 existed on it's own more, instead of feeling like it was the final part of a trilogy that your choices were building up to.
And now about DA:I
For the intro, they did a pretty good job hooking me. Sure I wanted more backstory setup for my character, but overall, they got me. They gave me a clear objective that I can see just by looking up at the sky, and telling me to fix it, because I'm the only one that can. Plus the mystery of who was responsible, why they did it, and stopping the chaos they caused so I can put the world back together again, I had every reason to push forward, and gather the group I gathered. I even had every reason to do stupid fetch quests, because at the time I was just the mascot, and we needed to win hearts, spread word, gain power and allies, etc. The intro to Haven worked very well. And the Mages vs Temp war I felt was able to get explained enough through your comrades, and the quests themselves.
And then you closed the Breach. Which was surprising. I think that's what they wanted. But it was surprising in a bad way, because what they did next never lived up to it. I'll give ME2 this: Though it didn't have a good bad guy, it had a good threat which was the Suicide Mission. You knew if you didn't prepare, and prepare by a certain time, characters you cared about were gonna die. So it became this big thing you had to worry about, and work against. Well, imagine if you did the Suicide Mission during the middle of the game, and turns out it was very easy and no one could die, and then the final mission was the Collector Ship mission? You'd be really disappointed, right? Well, so was I in this case. I felt like they abandoned the plot they started out with, and then started a new one. Because after closing the Breach, apparently the Mage vs Temp wars goes with it. That storyline pretty much is wrapped up behind the scenes, without much closer.
And that's one Bioware pattern right there that keeps repeating. They make a great intro, and then under develop the conclusion. And then randomly start a new storyline that barely connects with what you started out with, with not a proper setup.
Anyways, so they then start a new threat, which is the guy who caused the breach. He looks like a hermit doing a Mark Hamill impression. He does have a cool dragon though. And his backstory is really good for a story about a Holy War. You're stuck with the group that believes in the Maker, and he's the one that went to the Golden City, and saw it black and empty. So on paper, he sounds like a good Villain. But in the end, he's just a guy who taunts. He doesn't have anything more interesting to add beyond "I'm your GOD NOW! OBEY ME!". Which I can deal with if he showed to be a real threat. And his attach on Haven does accomplish that... until you bury his army under snow. Then the rest of the game he's mostly in the shadows, either trying to build a new army, or trying the cause chaos. He doesn't try to be a threat like he did before. You stop fearing that he'll attack Skyhold. Sure, at first you might. But after a while, you realize he's a threat that's never going to come.
And that is a big issue with DA:I. If you make a threat not threatening at all, then why am I still doing what I'm doing? Why is it me taking care of this business, and not the Lords of the land? Because he has a Dragon? Well, I solo kill Dragons on Nightmare mode, so I have less reasons to fear that. And if we can have 3 "world changing dudes" running around, then someone else can clearly do this job. The mark is not needed to beat Coryfish. Hell, why am I still doing fetch quests? Because it doesn't matter anymore. Me doing those quests have nothing to do with him. Heck, you're the leader now. Someone should be doing them for you, just like how the Shadow Broker should have done those ease dropping quests in ME3. For some reason, ever since DA2, Bioware is obsessed with making you do a scavenger hunt, and calling them side quests.
The new narrative doesn't help the last half of the game. It's still build around you needing power, when it fact, you don't need it. You're not really trying to get allies anymore. So what you're really doing is being the cleanup guy.
It doesn't help that the last 2 story missions before the final missions feel unconnected. They feel like DLC mission in the sense that they're short, self contained, and only have one small connection (aka Coryfish wants to make an Army, or cause Chaos). They introduce all the politics for in Wicked Eyes and Wicked Hearts, and then drop it for the rest of the game till the epilogue. They introduce new characters like Hawke, Grey Warden Who guy, the Empress, Morrigan, etc. Give them very little screen time, and then get rid of them. Or they force them on you like Morrigan, where you can't get rid of her (as far as I can tell). You have Flemith, which again, I feel comes out of left field.
But the final issue I have is how Bioware treats there continuing stories. How they retcon a person's death (Leli), but it leads to nothing. Or setup that Hawke and the Warden disappearing is not a coincidence, when in fact it is a coincidence. Or the possibly start of a Qunari war. It really is annoying how loosely connected everything is. Or how setups seem to get dropped.
Beyond all that, I do consider the game the second or third great Bioware game next to ME2. As Alice says, as much as I didn't like the final 5 hours of the main plot, there's still hundred of hours of fun. I just think Bioware needs to do a better job putting together their main plots.