To be honest, I kinda agree with Elhanan here. Kinda.
Most of the side content is optional. Optional.
If you want Power, there are more interesting (though arguably maybe not as interesting as DAO) sidequests that you can speed through in each zone. Nope, you don't have to do every rift. You don't have to do every little miniquest. You don't have to collect shards. You can probably just do the 'main story' in each zone and be fine for minimal Power. Save Crestwood. Stop the undead and recruit the Avvar. Capture keeps. Etc.
Power grinding isn't someone one has to do. What Power is for, is to allow you to do what you want, where you want to do it, as much as you want, and you'll be spreading Inquisition influence no matter what you do.
In this, I understand and consider it successful. (Note: Not Power entirely, but its supposed intended use in the game)
What I hate is... that I'm a completionist. And as a completionist, there is grinding. A lot. Unlike DAO and DA2 which had some boring quests but were largely interesting and involving stories, DAI has a ton of questing that would be more fitting (even if its sad that it exists there as well) in a MMORPG.
For example, there are SOME interesting rifts. I go in this Deep Roads area and fight this boss rift. Cool! I go into the time stopped area in Western Approach. Cool!
But the majority of them are clearly just 'drag and drop' for the developers to fill up a map with. That's not interesting, or at least intriguing content. And what I've known Bioware before for, was them most often having intriguing content. Something is always new. Something is always learned. Something is always around to laugh at or feel sad about.
A small note from a dead traveller doesn't cut it for me.
If I was one to just speed through maps and get minimal side content done in order to advance through the main story, maybe I'd not even be on this thread. But I'm not. I'm a (mostly) completionist. And DAI doesn't keep my interest. I look at the game, its design, its maps, and I see that it could be so much better. That it has a foundation that could have been more continuously interesting.
Back to the rift example, if Bioware added more significant story/lore to every fade rift, maybe I'd be on board. Have (small!) cutscenes, have new discoveries, have specific (and lore adding) bosses or mini-bosses. Have the Inquisitor optionally learn more about his Mark. That kind of thing would have turned fade rifts into something more fitting for a narrative-driven game.
Of course, some of that stuff is there. About 1/4-1/3 or so of the rifts at least somewhat fit this idea. I appreciate that. I don't consider that content to be outright filler (though I'd still agree with others that the context surrounding these quests/areas is lacking). I'm not saying that the fade rift concept is a wash. Hell, I'm not saying that about any concept in DAI. Its just too bad, to me, that much of the implementation was done in a manner that I do NOT consider to be narrative driven, and amount to busywork in a game that just did not need that.
When I'm doing something over and over and not enjoying it, it is a grind. That's how I define it in games. If I wasn't a completionist, I wouldn't be grinding. Too bad I am.