Anybody who thinks it is fair and reasonable that you would send someone without whom the world is doomed, into warzones with just 3 guys, is reaching so far to love this game, that its pointless to argue much further on that score. You are *literally* indispensable, and that would necessitate a near total loss of freedom. Because they could not take the risk of you dying. Warzones are chaotic places, and even if that were not the case, if you were heading into clear areas, there is no way of knowing what kind of threat each rift will pose, nor how many demons it will spawn at once.
If your Inquisitor insisted on going around in such a small group, in areas that are this dangerous, then it is inevitable that disaster would strike. Look at Dragon Age Origins, with what happens at the start. You fall to basic enemies, not even to elite forces or some kind of named character. Simply overwhelmed by sheer numbers and a surprise attack, because you can't maintain total awareness on a battlefield for long without having numbers of your own. Same in the circle tower later, go around in a small group and you run the risk of encountering something you won't be able to handle (hence the whole Lost in Nightmares bit, Same with your companion, who despite being a mighty warrior was overwhelmed by sheer numbers in his backstory, costing him his honor.
It is the *height* of idiocy for your Inquisitor to be roaming about like this, just as it is idiocy for the rest of the Inquisition in allowing it. One bad encounter is all it would take, and that would that for the world. But if you don't want to accept that, then that's your deal. In actuality, none of the rifts would be taken so lightly. You would apporach all of them as you do in the intro, because that it the only sane way to do so.
As to side quest, this isn't a new complait specially for this game. But it is more severe in this game. People have always complained about the banal nature of the fetch quest of Bioware games. I'm sure we all remember the endless (and completely justified) mockery of the 'Shepard eavesdrops on people's conversations and decides to help these random strangers' in Mass Effect 3. It isn't that we were content with this kind of nonsense before, and only chose to say anything about it now - just go and look in the other forums and you'll see those games are rightly criticized for doing this too.
The point is that this game is particularly bad about it, offering next to no interaction with NPCs, having nothing to hold onto as a reason to bother with them. Yes, Mass Effect 3 was similarly bad, and I gave that game just as much stick for it. Even with the examples mentioned here from previous DA games, I would argue however that even with the dull nature of those quests, the interaction you have in many of them, or the inherent interest of the quest itself, far outstrips that of DA:I. In Inquisition, it feels like you are being drowned with constant 'quests' that you have *no* interest in fulfulling, because you know that the game is not going to meet you halfway. It won't give you any kind of interesting conversations, it will relegate potentially interesting avenues of lore to letters and diary entries, none of which will pique the interest of any of your companions etc. None of it feels like it matters, even to the generic NPCs you (very) occasionally interact with (and I use that word very loosely here).
Its the same basic problem as when people complain about the companions not having much interaction with each other. Supporters of the game argue that it is there. So why does it feel like it isn't then? If these quests are so interesting and fulfulling, then why do we feel nothing for them? Are we all bioware hating, Dragon Age hating malcontents who somehow found our way here just to play fifth columnist? Of course not - we complain because we genuinely have a problem with how this game is presenting itself, and how insubstantial and unsatisfactory said content is.





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