In the Battle of Denerim, we had 5 armies? Ferelden's forces, Red Cliffe's forces, elves/werewolves, dwarves/golems, mages/Templars. At that point, we also knew all we were required to do was slay the archdemon, so, by what you presented previously, we should have hung out at the back, and let everyone else deal with the darkspawn. It's a genre specific problem, not a BW problem per se: The protagonist is always the only one that can get anything done. It goes all the way back to pen and paper table top, and even novels.
Actually DAO handled the battle of Denerim perfectly imo. By this point the protagonist has true power and armies ready to complete the narrative in a climactic battle. A battle where you can summon allied armies to your side to help you reach the precipice of Fort Drakon and fulfill your purpose as a Grey Warden. In which there are only 3? (or just you and Alistair by this point can't remember) in Ferelden. There was no room for the Wardens to not be involved in the battle since its likely the Darkspawn could win if the Archdemon isn't slain before the battle is over (Think about the events of DAO's Darkspawn DLC and how that turned out for Denerim, Ferelden and Southern Thedas when the Archdemon was saved). There needed to be more of that in DAI.
Enough player agency that its best for the protagonist to be present and involved in the battle, but not so much that the narrative artificially ignores the fact that you have soldiers. A lot of them in fact.
My reasoning isn't to have us just lead from the back of our forces and let them do everything. I want it to be the reason to have immersive and epic side stories where the Inquisitor can lead his/her forces from the front, have opportunities to speak/charge in with the troops, give speeches to the people of Southern Thedas while also still being challenged by combat by facing overwhelming numbers (not that DAI content was challenging save for JoH
). Map design and quests that really give you a feeling that the Inquisition is needed and the world is in fact ending.
That's a lot better than picking up codexes here and there that write about possible plots that could have been played. Running fairly simple quests more fitting for the local sheep herder than the messianic leader of the Inquisition. Better than taking keeps with only 10-20 Bandits/Venatori/Red Templars in them so that a party of 4 can take them.
Part of the problem is that RPGs stick to this old mentality in very big overarching plots. Before it was impossible a decade ago due to technology limits. That excuse is gone save for resource, budget and time reasons. When they don't design big around big characters they scale the world and the story down until it doesn't have the impact it should. I think this is what happened to DAI open world and why it was disappointing to many. Skyrim also did this when it came to the Dovahkiin. Lots of potential wasted.
You will notice in modern movies (technology limits overcome) and in novels since forever, that protagonist who are in positions of power (not deposed etc.), do lead armies and their characters are still able to develop with much of their personality being shaped by how they lead and the decisions they make. Rather than sitting by campfires talking to companions although there's that too.
I just wish that with the technology of today game developers would try harder to catch up with other mediums. RPGs don't have to follow the D&D run of the muck adventuring design for combat and plot advancement (table top doesn't even do this if a DM is imaginative enough). It sometimes has the opposite effect where trying to conform to player agency limits hurts the narrative. Especially for the reasons I have previously stated with the nature of Inquisitor-like protagonists.
Basically my point is that it doesn't have to be a false design choice between "You and three companions do everything in the game alone" and "All your supporting characters and extras do everything for you." There's a third choice of "You and your three companions do many things in the game where supporting cast joins in where it makes sense."





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