While it's certainly true that all BW games - and indeed the majority of cRPGs in general - do suffer from this flaw, it seems particularly egregious in DA:I, and I think it's mainly down to the scale of the game. In Orgins for example, while there was a lot of content not directly related to the main plot, the majority of it was stuff you would encounter while doing the main plot, and could complete without making a massive detour from said plot. There were a few areas that had nothing to do with the story, but then tended to be small and incidental. If you just do the main plot and the stuff you encounter while doing that plot, you'll experience the bulk of the game. In Inquisition, the majority of content is stuff you have to deliberately go out of you way, delieberately avoid the main plot, to not just complete, but to find in the first place. If you just do the main plot and the stuff you come across while doing it, you'll only experience a small portion of the game.
I suppose for me it really comes down to that old chestnut of "suspension of disbelief". I can suspend my disbelief when the warden takes a couple of hours out of saving the world to help some people he's encountered while trying to stop the blight. I can't suspend my disbelief that the Inquisitor would spend weeks exploring large parts of Ferelden and Orlais while supposedly trying to stop Cory.
But all of these areas offers something that aids in the MQ: resources, abilities, crafting upgrades and schematics, undermining oppositional plans, improving Inquisition strength, etc. There are many reasons to explore; the Player simply chooses which are weighty enough to examine.





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