Many points you make are suffering from subjective memory. Two I think are spot on with regards to issues.
So many quests in origins had ZERO interaction, you pick up a quest from a chantry board or a mercenary barrel or a mage's bag and you complete the quest and then return to get your reward. And you have these types of quests, in Inquisition, except now you find a note in a hut or a body in the wilderness and you can investigate what happened. Conversation to express yourself, I don't know what game you played but i got LOTS of opportunities to express myself in different ways. Granted for trivial quests I got as much conversation options as Origins gave me. This is the whole issue of selective memory you only remember the memorable parts of origins after all these years and lets face it get me X spider glands to poison my traps isn't all that memorable, nor are the mercenary, mages' guild and chantry board quests. These quests were mostly fetch and carry quests or go kill x quests. They had almost zero interaction and zero impact on the plot and most are unmemorable because they were just content fillers. But there are lots of other quests that do provide
Companion involvement level is a direct result of the fact that we have so many companions/advisors 12 in total. There is a very limited dialogue budget and when that gets divided 12 different voice actors it eats up your budget, the fewer companions means deeper dialogue. The community was rather critical of bioware for having only a few companions in ME3 compared to ME2 but there is a tangible gameplay cost to having more choice in companions and that is they are less involved because they have to divide the total dialogue budget between more characters. Its rather simple maths. And no they can't just increase the budgets there is a finite number of resources to make a game. Asking to play multiple races means you get less of other things. Asking for more companions means you get less of depth to your companions, same content amount but it will feel like less because its spread over many more companions. I'm not saying what the right choice is, I am simply saying that these choices are a zero sum game, make something more in one area means something else needs to be less.
As to the cutscenes I can't recall many cutscenes in Bethesda games except for the main quest and the faction quests. i can't think of a single side quest that had a cutscene. Which isn't to say there are none only that I can't think of them they all seemed to be faction quests, DLC quests or main quests. I recall many cutscenes for Inquisition with the main quests and companion quests. So I am not sure what the issue is you seem to have the same type of cutscene priority with both developers.
Multiple ways to complete a quest - I think you have a point it would be nice to see more of those but they were extremely rare and NOT the norm in Origins, same with Skyrim. Most games regardless of genre do not craft quests with multiple solutions. It is a general failing of the industry in Quest design. But you have this in Inquisition the mercs in the storm coasts can be slaughtered or you can fight for the leadership is but one example.
I agree they did a ****** poor job with their settlements in the game. The best settlement they made was in the Dales which was abandoned can't recall the zone. There was no city in the game just a crappy tiny zone that was really poorly designed. It felt like no one spent any time on Val royeaux, It was terribly designed it did not feel like a capital city of an Empire hell. Denerim felt more majestic and urban then Val Royeaux because it felt like it was a bloody city not some "phoned in" level design. I hope that bioware does some head hunting for level designers that know how and have experience designing open world games because they do lack experience and skills, especially when it comes to urban design. I tend to blame (rightly or wrongly) SW:TOR for this, as it seems all the people who knew how to design open regions got sucked into that development team. The settlements in SW:TOR for the most part felt like settlements. DA:O also did a hell of a lot better job with redcliffe, lothering and the village Shale was in. In this area I agree completely, in DA:I settlements sucked.
I never said there weren't trivial task quests in Origins, I said I wish those weren't the only type of non companion side quest in DA:I. I'm curious which side quests you got in DA:I that gave you multiple dialogue options? The only ones I ever found were the one where you find the Dalish woman's brother, and the one where you activate the elven artifact the first time with Solas and that other Dalish woman. Of the two, the Dalish woman and her brother had an interesting idea behind it but would have been much better if it had been fleshed out in my opinion. The other one was kind of "meh" to me. I must have missed any others?
As for the character interaction thing, I personally would have preferred fewer characters and fewer romances in order for the ones that were left to be deeper and more interactive. I also think having 4 voices for the inquisitor instead of two was unnecessary.
When I brought up Bethesda, I didn't mean that they have an abundance of scripted scenes, just that the way they do it would probably have been quite a bit cheaper than actual cutscenes if BioWare had gone that route. I would have preferred that to the lack of action or interaction we got in DA:I.
As for my "selective memory" you're assuming I haven't played the game in a long time, I played it right before DA:I came out, and have played it regularly since it was released.
Some quests I will list off the top of my head that were just short little quests but had dialogue choices and different ways to end the quest and really enhanced the feeling of life and sometimes added to the culture of each place:
-Telling the elven children in the alienage a made up story on the spot so they can have an elven hero (I thought this was such a cute touch)
- the sick Mabari
- the hungry deserter
- the Orzammar scribe that was writing slanderous things about a noble
- the bandits on the road to Lothering
- the elven family who had been robbed
- the greedy shopkeeper in Lothering
- the lost little boy
- Helping Orta prove she was part of a noble house
- The thief who stole from the shaperate
- Zerlinda's woe
- The Ruck quest
- Brother Burkel's chantry
- Finding Bevin and dealing with him and his sister in Redcliffe
- Helping Bella in Redcliffe
- All the little side things you could do to help Redcliffe prepare to fight the undead (I especially liked that you could make Lloyd fight and if he survived the village thought of him as heroic lol)
- Camen and Gheyna
- Finding Danyla
- Dealing with the sick Halla
- The crime wave questline (I think it was this questline that let me lie to a warrior and tell her she was sick so she would give me her armor and then pay her for the diagnosis XD priceless)
- Dealing with Ser Landry
- The elven beggars lol
- The quests for the captain of the guard
- The haunted orphanage
Those are the ones I can think of right now, but even the smallest and simplest ones had choice in dialogue and most had multiple ways to resolve. Those elements: longer conversations, multiple dialogue choices (aside from tell me more/ goodbye) multiple outcomes, cutscenes, etc...just help breathe so much life into a game for me. Even just the little details such as Ruck's mother knelt down in prayer for her son or the emotions on the different characters faces that you are able to see with the close up conversations goes a long way in my eyes.
I love SWtOR
