And why do you always change the subject and distort everything I say?
When I was talking about the NPCs I was answering to someone that said "Also, your use of "cardboard cutouts" in reference to NPCs suggests that you don't think that the same could be said for NPCs in previous games." I answered, saying that no, I don't think they are cardboard cutouts in DAO because you can interact with them in multiple ways.
Of course DAI and DAO are two completely different games, does that mean that DAI couldn't have NPCs in the worlds that you could talk to? They couldn't, let's say, have some refugees on the crossroads that you could talk to and experience first hand how much they were suffering? Therefore making you give a crap about them and give you a reason to care enough to go fetch ram meat and supplies? Or maybe the slaves in the hissing wastes, maybe after you saved them, they could show up at your base camp and you could ask them a bunch of questions. There are tons of ways they could include NPCs interactions in this game.
The fact that the zones in DAO are so small and yet you have so many people to talk to, proves my point actually. In each world in DAI you maybe have one or two interactions with an NPC that isn't a quest giver. And when I say talk to, I mean more than one line of dialogue.
Changing the subject? I'm changing the context.
It's rather easy to isolate one characteristic of the game and claim that it's wrong.
In fact your entire argument is based on some quantitative comparison between the two games regarding the number of people you can talk to.
That's entirely fallacious because there are way more variables at play.
It's very important to note that DAI focuses on "showing and not telling" to complement its exploratory nature.
DAO zones are very small and as a result are populated with NPCs that tell you what's going on because there's literally almost no way for you to experience it for youself. Civil War? Dwarven instability? Blight upon the lands? Unless someone told you about it, there's no way for you to know.
In fact in a very very very ironic twist, the only way for you to experience them for yourself is to do the DAO fetch quests from the Chantry board.
Another consequence of all those "major NPCs" is that DAO has way less ambient NPCs because of this, rendering most areas feeling artificially populated with significant characters with little actual "cardboard" NPCs that are actually necessary to make the world feel alive. I had to download mods for this.
In DAI you can actually SEE the refugees suffering. You can see them homeless and without food. You see the mages and templars clashing outside the refugee camp. You can SEE your soldiers fending them off to protect the refugees.
It's not as if DAI doesn't have NPCs that have a dialogue component.
You ask for people to tell you that the refugees are suffering despite the fact that you can actively SEE it with your own eyes? DAI delivers.
You have Harding who gives you a rundown of what's going on.
You have Giselle who not only explains to you what's going on, but is later available in Haven for a potentially lengthy dialogue exchange regarding the state of the refugees in the Hinterlands and other areas.
Those very NPCs that you so readily dismiss as being trivial are in fact the equivalent of those people who talk to you DAO.
The hunter explains to you why they are hungry. You can see why and you can help.
The soldier tells you that you that the refugees are freezing. You can help.
If you choose to help you go to the south. There you discover various people who need your help as well and provide further insight into what's going on in the area.
You have various agents who describe the situation directly. You have the zealots in the fort. You have the distraught elven woman who describes how insane the templars are in the area.
People mock them, when they serve the very purpose you ask.
Let's not forget the ambient NPCs themselves. There's the little things that add a major feel to the setting that you are again ignoring. Many ambient NPCs have dialogue among themselves that passively explain the situation to you and that EVOLVE depending on your actions.
A good example are those three refugee children sitting with their grandmother to the south of the refugee camp. Before you complete the food quest, the kids are complaining about the lack of food and the grandmother assures them that they'll figure it out. After you get the ram meat for the hunter and feed the refugees, the grandmother notes that she was right and that the Inquisition helped them.
Is it done in a descriptive manner? Yes, but it relies on visuals JUST as much as dialogue. It relies on both passive AND active cues.
DAO completely and utterly fails in the visual (active) part compared to DAI.
That's fine. It was limited because of the technology at the time. It needed to make up for it by inflating the amount of random NPC dialogue. It doesn't make it a superior version.
Also you need to stop using the "I don't care" excuse when it comes to approaching the missions because that can apply to anything in any game ever. If you honestly feel more compelled to help an elf hook up with his girl than help refugees in their plight, then that's very much your prerogative and not a consequence of the game making you incapable of caring especially when the visual cues are all there.