I am in two minds about the article. Firstly, I appreciated getting some insight into the development process. Secondly, I felt my heart sink the longer I read the article.
The article is, of course, second hand. We didn't get to read what M. Laidlaw said, but what a reporter thought he said. This comes with a lot of information loss and possibly distortion. Additionally, such a conference is not 'neutral ground', it is a marketing platform where you add in just as much criticism as you have to in order not to appear as singing your own praise. So I didn't really expect any serious self-criticism to surface.
All that said... I still find it mind-boggling and just sad that once again, there was NO mention of writing at all. Writing used to be the centerpiece of Bioware games before DA:I, and this was, I find, the most important paradigm change we have witnessed with this installation in the DA series. The 'we were trying to build the car while we were already driving it' comment could be interpreted as an admission in this regard, but it's so unspecific that I just don't know.
I'm also afraid that Laidlaw is victim of the 'executive dumb-down' process; he is too high-level to actually grasp the *reasons* for why some stuff was successful while other stuff was not. I loved the cheesewheel and other little surprising things, yes, but if that is the only reason to explore, then BW has a problem. I thought the community had made it very clear (without much dissension either, for once), that DA:I was too fetch-questy. Laidlaw, hoever, even praises one of the core elements of fetch-questiness, 'power', as a brilliant new invention. I'd argue that gating in general is a bad crutch for lazy or underfunded writing, whether 'power' or 'gold'-based doesn't really matter.
I actually don't mind Power existing, and its general concept.
But I would have liked it to be tied more to interesting dynamic effects (the opening up of areas of zones is just one of several ways this could be done), instead of strictly and directly for opening up story quests.
One concept of the War Table I really liked was weakening Samson's armor. That had a story effect, an optional one, but I put the effort in, learned new optional things, and got a nice, though somewhat minor result. Neat!
Power could have been involved with much more like that. Less area/dungeon gating (though I actually didn't so much mind opening up dungeons with Power), more optional story effects throughout the story.
I think it would have been pretty kickass to use Power to influence a lot of the Winter Palace before even entering it. I'm a mage and they reacted poorly from the onset - what about using Power to change that and propagandize Orlais towards a sunnier disposition towards my Mageness? Optional, shows off my influence, but doesn't come off as a gating mechanism. So much of the War Table could have been done this way.
I hated the grindyness of Power though. If I had the, ahem, 'power, I'd utterly remove or rework that Requisition system ("NEWS FOR YA SER!") and streamline the open world content by about 1/4. This isn't a MMO, but DAI for sure looks 50% like one (albeit some of that 50% = a better MMO than many out there).