But DA:I is all about a deconstruction of that idea. The whole point of the anchor being totally a fluke, and the equivalent of an elven skeleton key for the Fade, is to show that this idea of "chosen one" is, firstly, all about how much people believe in you and, secondly, mostly a product of your own competence and a string of impressive feats.
You're the random person who was in the wrong place at the right time, and some religion - in a crisis of faith - built up a (completely incorrect) narrative that you're chosen.
Not to mention that TW3 doesn't have a smaller scale story.
Oh, so your issue isn't with being a special snowflake in the sense of clearly actually being the only person who's competent in the story and who does a series of legendary feats, but people recognizing it and venerating you for it?
I give them credit for trying to subvert the chosen one thing but at the end of the day you're still the only one in the entire world who can stop the breach and save the world (not to mention you gain that power before the story begins). No other random hero or army could step up to the plate if you die, we even get a glimpse at what the future would be like if this lone person fails.
My problem is with the player being the only one capable of doing anything about anything and being lightyears ahead of every other person in the entire game as far as importance and ability (especially annoying when they don't actually have to earn their skills). This usually means that the player has some unique special power/blood/etc...(Dragonborn, last spirit monk, etc...) but sometimes there's just no reason given for it. My ideal story structure for Inquisition would have included something like:
-There is no breach and no special anchor mark, Corypheus stays in disguise but is no longer the obvious Larius/Janeka. He returned to Weisshaupt in that guise and transferred himself into the First Warden so now the wardens are under his control. I'd want him to be a clever, charismatic, and scheming enemy, more Grand Admiral Thrawn and less mindless evil.
-Justinia doesn't die at the beginning of the game, instead she founds the inquisition as she intended to (and not as an army, but as a smaller organization meant to get to the bottom of things) and the player is simply the commander of one group of many who go out and investigate mage/templar occurences. This would give an opportunity to add some more interesting characters as members of other groups and you'd see the effects of their exploits as well as yours. Every mission you do in the first act of the game would have something off about it, with the mages and templars being manipulated and driven at each other as well as innocent civilians. There would be subtle clues pointing to Corypheus' guiding hand. (there are no red templars or venatori, just groups of overall sane people who are tricked/desperate/manipulated)
-The mages and templars had become a widespread and terrifying threat to the regular people of Thedas but when things seemed like they were at their darkest, the heroic grey wardens stepped forward to protect the people and quickly worm their way into power and influence behind the scenes while keeping up the front of selfless heroes.
-You finally find out about this through your investigations and at the end of act 1 Justinia is assassinated and the inquisition is blamed. Several other inquisition task forces are executed but the player's group and a few others escape and have to go into hiding.
-I'd want strategy and suspense to play a big part. I would want my plans to succeed because they're good plans that are well executed and not because I'm the player so I can just do anything and it will work. I'd definitely want a lot more thought and detail put into the missions (looking at you Wicked Eyes Wicked Hearts...). I also wouldn't want to succeed every time at every turn. Sometimes I'd want to be outplayed (with a really good counter strategy on the enemy's part, not just my protagonist being hit with the dumb stick for a mission) and captured or barely escape with my life (but not my pride) and sometimes people would die for that success to happen or because of that failure.
As for TW3 not having a smaller scale story, there might be the looming threat of destruction but at the heart it's about a man trying to find his daughter. I do prefer stories without such extreme world killing disaster themes but I did find it refreshing that it was not the player who saves the world. I think a lot of game companies assume that the higher the stakes are, the more engaged people will be with it but in my case that's not true. Saving the world doesn't do it for me, it's the characters and the details that make or break a story in my mind. A good author can make me care about any plot. Take Telltale's TWD, you can't get much smaller scale than a small group of people just trying to survive but it was done in a way that made me care about what they were doing and where they were going. Fallout: New Vegas was definitely not earth shattering in scale either and it's one of my favorite games. Inquisition didn't make me care, it felt lazy. Another thing I don't like about large scale save the world/save the universe games is that when you're so big the world feels really small.





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