So, after playing DA:I for a while, I found that, despite the fact that it is supposed to be an exploration driven game, there are actually only a few things that can be really discovered (we had an interesting discussion about this in the ME forums lately as well).
For me, instances where I can actually just find stuff (or not find it) are among the best in the game.
or example, I went through crestwood storm coast (thanks robertmarilyn) and found the murdered Inquisition soldiers, then the quest log says, "find the bandits". So I went on, found the bandit's camp and killed them. My PC comments this by saying something like "yea, we showed them", pads himself on the shoulder and on we go.
Only later, when checking out what that craftable "Mercy's crest" item was for on the internet did I find out that one could actually handled this quest very differently. Of course, in retrospect, my companions did comment on this but I didn't get it at the time.
These sorts of different quest solutions are great and should be happening more often.
Another example is the elven ruins with the shooting statue puzzle behind the huge stone hand in the exalted plains. No quest, no marker, just an old ruin with a little puzzle and some stuff to find. That was great.
Unfortunately this is the exception in DA:I. As a negative example example, in the emerald graves, near a rift, I found a letter from some scholar who was studying the rift. In the letter he writes something like "Found another rift at the clearing down the river to the north" (or similar). I read it and though, ok, when I get there, I'll check it out. But when I opened my map, there was already a goddam quest marker somewhere in uncharted territory, telling me exactly where the spot from the note would be. Why?!? Why, BW, do you make complex and nice looking maps and then deprive me of the freedom to explore them and find stuff by throwing tons of quest markers at me.
Give me more stuff like Parson's battered notes, more stuff to actually explore.





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