Well regardless of which you liked better, DA:O and DA:I both have companion quests. Both games' companion quests are short, and both involve a small degree of choice and roleplay elements. It's not as if one game has them and the other doesn't.
That's true for the quests, but DA: I's companions have more writing in general, which is impressive considering there are essentially 12 party members each with their own cutscenes, quests, and dialogue options.
As for your assessment of the DA:I sidequests: you can like them if you want, but to say they involve choice, role playing, and NPC character building is jut false. The only one with any choice whatsoever is Imshael briefly offering you power or virgins in exchange for you not killing him. It was funny but seeing as how the game had done nothing to flesh out any of the villagers or the red Templars he was controlling I just didn't care.[/background][/size]
Again there's judgments, and more than a few of the agents give you an opportunity to suggest multiple paths forward besides being an agent. There is a lack of choice during the quests, though, before the end choice.
The game never does anything to "show" you reasons to care, it just "tells" you to care. It reminds me of DA2 where instead of developing Leandra as a character, they relied on the player going "I would be sad if my real mother died" to give any meaning to her death.
Her death has meaning because at that point in her life things are finally turning around. She abandoned her lineage to run off with Hawke, flees the Blight, watches as one child is slain and the other taken from her in one way or another. But Hawke regains their estate and she finally feels comfortable enough to start dating again. For the first time in awhile it doesn't feel like her life is ending. Then she's killed by the man who she thinks has taken a fancy to her. If you don't feel for Leandra then I don't know what to say.
Not to mention that if
text is the only thing making your quest a quest, then why are we playing a video game and not reading a book (which would give an infinitely better story than these side quests do)?
I suppose there is something to be said for a game trying to be super cinematic with its main story and cast, then being heavily text-based with all its side stories. The alternatives don't appear much more attractive, though. Codices aren't going anywhere.
Personally I thought it'd be enough if the zone quest in each optional zone was a bit longer and featured a bit more personality (such as Fairbanks, the Tevinter mage in the WA, etc).