The ME series has several lengthy cut-scenes with speeches, dialogue with NPC's, etc, and the Player has no control over many of the lines. Some scenes have rather silly interrupts which adds to the lack of immersion by reminding the Player of a game mechanic.
Cut-scenes should be used sparingly like a spice to accent and make a better story; not become the story. Hopefully this experiment in DAI will prove beneficial, and will see the like again, though perhaps with better camera focus.
But does this mean you must have constant control over your character, for every piece of dialogue ?
Yes, ME1 and 2 had lengthy cut-scenes where Shepard would talk without dialogue choices but when that happened, Bioware, most of the time, ensured what Shepard was saying wasn't too character defining and remained something a Shepard would say.
I feel like DA:I is in one extreme of the spectrum while ME3 is on the opposite. DA:I has little cut scenes and little moment where your Inquisitor has speeches. My problem with that is, everything I listed in the above posts plus the consequence that, I feel, it rendered the Inqui less interesting. On the opposite side, ME3 went far too far in the cinematics and we were now playing the writers Shepard with all the painful auto-dialogue that would some time contradict what you were role playing. Terrible.
So to me, ME1, ME2, and DA2 (I don't count DAO as it had a silent protagonist, therefore giving it a huge edge) where in the middle of it all, allowing for cinematic and story driven cut scenes but still giving you control and allowing to role play.
That is what I'm hoping to see in the next Dragon Age.
And I though the interrupt system was really good. You and I both know we are playing a game so does it matter if you are reminded ? Doesn't the dialogue wheel also do that ?
I think the spice analogy isn't very correct, to me, cinematics should be the bone of the story, the tool that is used to provide the story to the player.