You miss the point here: I'm not talking about enjoyment, that's subjective, I'm talking about quest complexity. Only Wicked Eyes can be compared to Redcliffe and the Landsmeet in DAO, all the other main quests in DAI are simpler (just like the Sacred Ashes or Mage tower sections in DAO are: choose between A or B ).
Also you say The Battle of Denerim. Yes, that's great (far better than the DAI ending, imo), but what complexity do you have there? The final sacrifice choice (without the dark ritual), again A or B, and then? With the dark ritual or the "wrong" party composition you don't even have a choice (ofc you made it earlier). It's a good quest? That's subjective; I love it. Is it complex in its structure? No, it isn't.
I prefer DAI companions too. Except for Cole. I'm trying to like him but I can't stand him... He's like the second worst Bioware companion evah for me (Carth Onasi is the worst).
Doesn't this apply to all quests, in every game ever made? Until somebody actually creates a game that has the VA's involved record every possible spoken word, and a dialog system that actually reacts to what you say, you're always limited in what you can do. Even if we limit the dialog choices to text only, with no speech, there is no way that any writer anywhere can allow for every possible nuance a player might assign to a choice. I can think of a few quests that do establish a character path, but none that outright state "this is why they chose what they chose". That subjective interpretation is, and always has been up to the player. Are they saying what they want to say(more or less), or are they saying that because they're afraid of how NPCs involved in the quest might view them?
From Origins: Do we get the lovers together in the Dalish camp because we're hopeless romantics, or because we see that both obviously love each other, and it's the "right" thing to do? Do we sleep with her because we're a giant douche, or because we're a horndog and have to sleep with every girl we meet, where it's an option? Is there really a difference? Based entirely on the dialog, no, there isn't. Based on the motivations of the player, yes, there is.
Some people have maintained that they couldn't establish that connection to the PC, others have stated that they have. Who's right? Both are, because it's subjective. Since it's based entirely on how one feels about the PC, the dialog choices, and the delivery, or, and this is common too, the method of delivery. "My PC has a voice, and I can't control how they feel" is a pretty common statement here, whether it's stated that way, or as "my mute PC has more personality". For myself, having the NPCs talk at my character in dialog is jarring.





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