I also believe the execution of DAI is quite bad for the reasons the OP mentioned. I love the characters and there are some great highlights in the game, but there is no context for the inquisitor, which makes the game less fulfilling. Thrown in story, without creating a strong connection to the context leaves a player without their own motive to play.
this is a badly typed critique. My point is, I love the lore and the other characters, but not the game we played out. So, i ultimately think the execution of DAI could have been much better. Some changes i would consider making include:
1) no voice over for the main char. It can create more options for the game makers and will allow players to feel freed from a mismatched voice. This isn't that important depending on how one prioritizes the animation, but i think it is worth considering.
2) displaying the actual dialogue choice or response to be given; at least the main point. This makes more sense than key words because they are easily misinterpreted. This is something DAO did well, actually. This is still possible with an animated/fully voiced main character.
3) focus on player's immersion to the story. Quality of immersion will come when there is a context. the context is not limiting, and actually fuels the game as long as it is introduced in a reasonably non-disruptive fashion. Give the player a reason to play and keep going. Create a context where he or she sees a goal of their own; not just an actor choosing this option or that option, not just reacting to a scene or event.
4) streamline the quests more; have the person actually engage with the environment. Let them go through it purposefully- allow that to move the story. DAI was inspired by an open world. It was a nice idea but it can be costly since DAI is story driven. Instead, let exploration come with story. make the exploration count, tie it together to the plot. Don't bother wasting time throwing lore all over and dont bother with arbitrary quests. stop relying on 'main quest' to push the story and 'side quest' to be on the side. this idea of quest 1,2,3,4, makes things frustrating and actually ruins immersion. Unless there is a solid reason for having the quest there, don't bother with it. Not only is this less work for everyone, but allows them to focus on what matters. This isn't to say to ignore exploration all together- it just needs to be fun. To some degree DAI exploration was fun, but only when the area being explored had something profound, meaning it was story relevant and would be worth discovering and investing time into finding.
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i honestly think #3 and #4 is what matters most. Make a story. Just don't forget to make it fun. What makes a game like this fun is hard to say, but that's what player feedback is for and also what those making the game should be considering- what is the value of actually playing this game from start to end? I think this has been lost since DAO, at least this is the impression i have.