Did y'all know that if you jump out your balcony window you land in front of Josephine's desk?
What? Nah, it always teleports me back into the room. Then again, I tried it like twice, for the aforementioned reasons.
**Dieb's gleeful DA2 re-visit**
"A good commander would want to know about this. And if he were a bad commander, I would want to know about that."
"I need you to do something for me." -"Does anyone in this town know how to get their life together, or is it really just me? Well anyways, I guess I can watch your back." -"Oh, I guess you can."
Say... I think what DA:I lost a little, with the astounding batallion of writers, is a sort of style the conversations had.
I notice it now, and I remember clearly DAO had it constantly, too, how most conversations were written more like theatre, rather than just highlighting a certain characters individual traits or conveying information first and foremost. Everything had a certain rythm to it, a flow, and a kind of back-and-forth in smarts between both parties; sometimes words or themes were being picked up again or became running jokes within a same conversation; sometimes without one of the parties even doing so awaredly.
Lacking a way to explain it properly otherwise; what fans call "Whedonesque" about Joss Whedon's dialogue (read: dialogue); I think DA had that a lot more before. I may be misled by the sheer amount and varying degrees of importance in DAI, but it seems to me this got lost a little along the way.
The bottom line is, in DAO & DA2, I'm looking forward to each and every conversation, because in my heart I know it is going to be entertaining in some way. In DA:I it feels like 70% of the conversations are purely their to convey information without as much artistic flavour.