It is kinda funny to think about since one of the criticisms thrown at DA:I is that it's been consolized, but (ignoring Destiny) MMO design seems to be more of a PC concept.
MMO design isn't a PC centric design in and of itself, it just happens to be so because due to hardware/server limitations, PC's were the only (and in most cases still are due to patching) outlet for MMO's.
'Consolization' has a lot of factors and it's not even because of the port itself. Things like valuing graphical fidelity over say, content, or framerate is one factor. MMO design is like, make an open area/zone and 'fill' it. Most MMO's since Everquest at least have filled that space with evenly spaced spawns, quests consisting of 'get X for Y' or 'Kill/Collect X', with little to no depth to it, and that's the main issue within Inquisition.
The difference being, with the inclusion of other players, you can somewhat get away with having contextless or low quality 'quests', since, in the current MMO environment anyways, the customers go in *knowing* they'll just get out of the zone/area and have this idea that the 'real' game past the leveling curve will be fun/more fun than the current 'grind' they're going through.
That doesn't work with single player games, because without the 'carrot', whatever that might be (endgame, gear, etc, whatever it may be), the driver is the story or the advancement of the player in one way or another (next level, the difficulty a la Dark Souls), so having a plethora of zones in Inquisition's case that have little to no relation but more importantly, no agency to the player themselves (within the game, not headcanon), it ends up feeling like 'needless' filler.
You might like the MMO-fication of a single player game, but you should realize it is inherently a destructive design philosophy, because you're pitting a linear, focused experience that can have points of slowdown, to what amounts to a never ending hamster wheel that saps story, agency, and quality in favor of a very shallow replayability.