Some of them are not particularly fond of the time events in DAI. Saving all the NPCs in Haven is one such timed event. .
Also are you telling me that your warden did not pick elfroot. metals and other materials for potions, poisons and traps?
You are telling me that the warden's party did not take trips to the sellers that had unlimited amounts of certain resources (like the quartermaster in the Circle Tower with unlimited lyrium)? I thought the warden had a Blight to end.
Did your warden stop to do the Crime wave or take out Gaxkang? Surely the warden had better activities to engage in? You mean your warden did not engage in the chantry board, Mage Collective or the Blackstone Irregulars?
The whole post had excellent points, but I wanted to highlight these questions. I have some suspicions about the modern hatred of sidequests. I'm old. Back in the day, the sidequests were a huge part of what you paid admission for. Who wanted a linear game where you just hopped from plot point to plot point being BIG DAMN HERO for 12 straight hours then game over, on to the next? Stay a while, and listen.
I'd assert that it is actually more modern console-mentality to be demanding constant "heroic action." Younger reviewers from a variety of sources talk about the time it takes to do stuff. Do a search and you find game boards of people demanding ways to speed up the War Table missions, and tons of people suggesting you actually set your &*$@?!!ing system time on your PC ahead, because omg finding that staff takes TWENTY HOURS! I may not be alive tomorrow! Gimme now now nownownow arghpbllrgh
At the same time, more effort - lots more really - could be made towards more compelling wastes of time. Yeah, we filter past games through nostalgia hipster glasses, and we remember not just the actions we took, but how we *felt* when taking them, when things were new to us and every mystery uncovered was a revelation. So that's definitely a factor. But it's brought out in us more, I think, when here in DA:I, you can explore to some random nowhere off the edge of never and find a strange scene that - means nothing. Has nothing, does nothing, has no NPCs near it except maybe the one you killed, and if you're lucky you find a page or two of text to read.
It seems like such a waste of potential. I don't remember who mentioned it, one of the Forbes reviewers. Where's the cranky old hermit and the tree he hates? Where's the sense of wonder and a living world you could be surprised by?
If there's a single flaw to DA:I, it's that there are no surprises. I don't mean plot twists or story, I mean the world. Pretty soon, you've seen it all. It's less exciting to discover a new schematic when you come to expect it will look like 85% of all the other schematics. It's a pretty world, but devoid of life outside your outposts and their looped NPC set-piece conversations. The feeling of an empty set is made worse by bugs like the long dead stretches with no party chatter, no music triggering. It highlights what's lacking to the player and pulls them out of the world.
If you want to amaze everyone and guarantee this game a long life, ongoing player engagement, and receptiveness to DLC, use Patch 4 to populate the world. Give me my cranky hermit back.