Well if we are a pathfinder in this next game, Doesn't that imply you are going to explore a ton of stuff? Especially if we are in this new galaxy to establish colonies as well as a foothold in the galaxy.
I'm not in doubt that we are. Bioware already said it before this announcement, that the focus is exploration, but they also said DA:I isn't a template for future games so I'm still hoping they will somehow make exploration a lot more interesting in this. The exploration just needs to be so entertaining in itself that you want to stay in it because there's always something fun to do. DA:I wasn't fun. I was going because I felt as if I needed to, from objective to objective more and more sedated in my head for every box that I ticked.
"Wait? What have I been doing this whole time? *looks at time* Holy ****! I just spent 4 hours clearing quest objectives and I don't even remember what any of themwere about except for those shards you collect a couple of in every area" That was pretty much my takeaway for DA:I.
I want ME:A to be more exciting and something where I can go to a friend and talk about all the awesome things I'd seen in my last play session:
"So, I played some more ME:A, and I was about to drive back to the questgiver when a thresher maw popped out of the sand. I tried maneuvering around it and I ended up in some camp of Raiders and I had some fun with throwing them around with my biotics, but the thresher maw was still after me and it ended up devouring the raiders and their camp".
I don't expect something as dynamic as that from Bioware, but that's the moment-to-moment fidelity in gameplay that I'm hoping for when a company says "we're focusing on exploration". It HAS to be dynamic and exciting or it's not gonna be something I remember.
Wait up. ME1 didn't focus on the story vs. random exploration. The vast majority of ME1 content was the UEW stuff, which made DAIs side content look like a brilliant achievement in quest design.
Except I actually remember the side-quests from Mass Effect 1 because they were cinematic and full of twists (even if the storytelling quality was often abysmal here). I loved going to Father Kyle's encampment in my second playthrough and realizing I could persuade the fanatics to let me in peacefully instead of gunning my way into Father Kyle, and every one of these confrontations you have at the end of most side-quests had some tension because there were stakes. Perhaps I would not be able to impress Hackett if I ended up slaughtering people or if Father Kyle couldn't be turned in alive, or maybe I would fail a hostage situation if I picked the wrong dialogue.
See what I mean? DA:I has none of that. It is basic barren and empty MMO quest design and the only smart thing about it is how it lures the player into completing objective after objective by placing objectives in a smart way and by enabling several markers at once on the minimap. Everywhere you go there's some kind of micro-objective for you to complete and some X/X items or places to find until you get the satisfying "Quest completed" check... but it becomes shallow when you've done a dozen of those and none of them impressed you in any way, or when you're at the 20th "My [Insert relative or their ring] is missing! Find it"