I have a lovely daughter who is about to be 7 years old this saturday.
Watching her grow was and still is a blast as the nature of my work allowed me to be much more involved with everything about her than an ordinary father. I consider myself pretty much lucky and feel grateful on that regard. Anyways; one thing we have noticed about her was; me and her mother were buying all kinds of state of the art, expensive toys you can think of but yet most of the time she seemed to be enjoying herself as much with the simplest and stupiest things you can imagine like a piece of paper. We came up to the conclusion that it was all about freedom and imagination and acted accordingly to cater those aspects later on...
I think; this also applies pretty much to video games as well. Any good game needs to leave some space for imagination and freedom for the gamer to maneuver with.
A good example would be the my first year in vanilla WOW just after its launch :
I had a guild which was formed by people all around the world with absolutely no relation to each other. Our guild leader was probably an exceptional role player and probably a good writer as well. The guild had some actual lore, backround, character, purpose, conflicts to it as well as its members... This was introduced to us in such a seamless way with tales, events and such that it only felt natural to everyone. We were doing all kinds of crazy things like sending scouts to gather intel, behavioral patterns for raids on rival capitals creating distractions, sending regular patrols to secure low level questing against rival faction on every zone, maintaining control in key locations, even doing cross continent long missions and custom tasks while questing, pvping, camping etc. It was like a whole new experience; a game in a game... It is not actually describable. We couldn' t care less about actual end game; the loot, the raids, the grind etc...
Now; i also played that game longer on a hardcore level with most of my rl friends as well. But to be honest it felt like a second job, a chore most of the time. It was not even comparable to the experience i got with people i have absolutely no relation to. This is the difference derived from the space of freedom and imagination i am talking about.
For story driven rpgs; i believe it comes from freedom of choice and its consequences. From a technical point or a checklist; all three games of DA franchise may not be that different from each other with choices and consequences. But DA:O was on such a balanced state with little touches and nuances here there, it managed to successfully create the experience and illusion of choice which the other two have failed...
There are certain aspects in life effecting oneself both phsyically and mentally. It may be an object or a person you are in a relation with. Frankly; anything you can imagine... Even if you don' t seem to use or have access to them or seem to not value or appreciate them; you just feel safe, in comfort or full with their presence. Usually and unfortunately lack of their presence is when you realize and come to your senses...
As everything in life gaming has elements smilar to this as well. Telemetry data is useless and can't provide you with that info. I believe this is where Bioware have failed with the last two games. Litlle touches and nuances here and there...In features which does not seem to be cost effective and widely used or considered niche or hardcore...