Copying and pasting from a previous post of mine:
Still Waters (Crestwood)
Carta Lyrium Smugglers in the Hinterlands (culminating in Valammar)
Chateau d'Onterre (haunted mansion in Emerald Graves)
The Knight's Tomb (Emerald Graves)
Temple of Dirthamen
Take Back the Lion / Capturing Suledin Keep (Emprise du Lion)
Citadelle du Corbeau (Exalted Plains)
Lost Souls (Fallow Mire)
Cleaning House (Storm Coast - Blades of Hessarian)
Still Ruins (Western Approach)
A Corrupt General and the ancillary quests surrounding it (Emerald Graves)
There are a lot of good, deep side quests in DA:I which bear no resemblance whatsoever to "fetch" quests. That's not to suggest there are not filler quests on the side... but those are primarily designed to fill in the map and reward exploration (and to be completely optional aspects of that exploration). Given the size of the maps, I'm not sure how some filler quests could have been avoided without making the game absurdly large (filling in the quests with more substantial content) or making the maps fairly empty (no reward but the scenery and random combat).
The only one of those I thought was good (though not great) was freeing Crestwood from the undead. Helping the miners in Emprise du Leon had potential, it would have been fun if the miners hadn't been one dimensional cardboard cutouts like every NPC outside the main storyline "did you open all the cages sir or ma'am?" over and over for each one freed doesn't give me the illusion of real people I can sympathize with and if you could talk to the enemy leader, if there were multiple solutions or outcomes like in previous games it would have been a million times better.
I agree with you on all points OP, and the unexpectedly high number of people who like fetch quests and think scattered notes such as "hey guys, the inquisition is moving in on our territory. Better pull up stakes and move to ____" and nameless trash mobs waiting at the end of a quest marker given by such notes is a great and engaging "storyline" makes me worry for the future of Dragon Age. If so many people are seemingly in love with (or at least satisfied by) this kind of quest then of course BW will keep making them in future games to the exclusion of deeper, engaging, and interactive quests. It's far easier to put in a stationary NPC that spits out a line of dialogue about "please find my grandmother's shoe" and then mark the shoe on the player's map than it is to make something fun, something with different outcomes, relatable NPCs, mysteries to solve, people to talk to, choices to make, and ways to roleplay your character. It's a depressing thought.




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