**Disclaimer: These are all my personal opinions based on my own priorities, likes and dislikes in a game**
I believe DA:I sold very well so I assume it was a financial success and it clearly has a lot of fans as well. Personally I think it was much weaker than what I would have expected from BioWare and that has nothing to do with the elven storyline. With a few exceptions (hair, beards, most eyebrows, elf bodies) I thought the game was visually stunning. The level design was gorgeous and I loved the amount of care and detail put into everything. Even the fabric textures were spot-on realistic. The voice acting was also superb as usual and I really enjoyed getting to play a non-human again. That being said, in my book the game was weak in many ways:
-The intro: players are not introduced to the world and the story in a way that makes them care or attaches them to what's happening around them. They are simply thrust into action and explosions after two minutes of people simply telling you what happened. Who was Divine Justinia and why should I care? What is the temple of sacred ashes and what were people doing there? What was *I* doing there? Do I know anyone that was killed? To go along with that, too many characters are introduced to quickly and the game relies on the player having experience with the first two games so they already know Cassandra, Leliana, Cullen, and Varric. Add Solas and that's 5 major characters introduced within 20 minutes with hardly any screen time or interaction. Which brings me to:
-The game relies on the player's experience with past games and EU (books, comics, etc...) rather than doing much in the way of character development. Varric especially seemed so pointless in this game, I definitely felt like the writer's went "hey, Varric is popular, let's shoehorn him in!" Celine/Briala/Gaspard/Fiona weren't developed at all and I never read the books they were in so I had nothing to fill in the blanks with.
-The villain was painfully generic and boring. It takes a skilled storyteller to take the old and tired "ancient evil wizard threatens to destroy the world with his monster army" and make it interesting, DA:I wasn't one of these cases. It was as boring and cliche as you'd expect. The only thing that set it apart was that Corypheus was completely incompetent and your character just steamrolled over him and his plans at every turn. (The one exception being the battle for Haven which imo was the best sequence in the entire game).
-Outside of Skyhold there is almost nobody to talk to. The only NPCs you can interact with are shopkeepers and quest givers. No random NPCs you can simply have a conversation with to make the world feel more alive and get a handle on what's going on in the area. The quest givers themselves were also extremely lackluster to me. A lot of it is probably the zoomed out camera during conversations which doesn't let me see their face or connect with them emotionally but the dialogue with them is also quite short, usually only a few lines. BioWare didn't even bother to name most of them and instead they're "elven widow" or "herbalist" and so on.
-The companions: heresy, I know! While I didn't think the companions were horrible, imo they were weaker than any other BioWare game I've played (KotOR-present). This comes from the lack of character development for returning characters, the lack of connection between any of the companions and the plot, the lack of reaction or interaction during most quests (aside from maybe a short comment) and the fact that they never argue with or oppose you. In DA:O for example there were several times when characters would argue with you, question your decisions, suggest (or demand) you do something else, etc...In DA:I it just felt like they took a bunch of wacky personalities and put them all in a castle with no real reason to be there.
-The combat: DA combat isn't my thing in general (I like the kind of combat you find in ME2 and 3, Skyrim, and so on) but in the other two games it let me automate the tedium by setting detailed companion tactics and didn't arbitrarily restrict me to 8 abilities (and no, consoles can't be blamed for this sudden limit since all abilities were available at any time through the radial menu before). The removal of healing and the fact that enemies are damage sponges even on casual made me bring companions that were resilient rather than ones I wanted to bring because I liked them. Don't even get me started on the pants-on-head retarded Ai...
-The exploration and side quests: The vast majority of (non-companion) sidequests were completely boring and unsatisfying to me. Each one was either: talk to nameless NPC who gives you one or two lines of dialogue about some trinket they lost or need then go get the thing and return, OR read a note talking about a lost trinket, get the thing and bring it to where the note says. They were all so generic and gave me zero reason to care. The best one by far was the Crestwood undead one but even that one is something I'd consider weak to mediocre in a better game. There's no human element. I cleared out some undead and sealed a rift but who did I save? A bunch of non-reactive, non-interactive cardboard cutouts in the village? I don't care about them. The game gives me no reason to. There's not a single (non-companion)sidequest in the entire game that I think "I can't wait to do that one again!" No choices, no interesting characters, very rarely any dialogue options, just trudging around looking for lost rings and goats. I might feel differently if I loved the combat and doing these tasks gave me an excuse to fight more enemies or something but that wasn't the case. To me the exploration was pointless as well since no matter where I went there was nothing of value to find. Not even any interesting looking armor or a special companion gift that would spark a conversation like in previous games.
-The limited armor options. I was very disappointed with how little variety there was in the armor you can craft, especially for the Qunari.
-Technical issues that were never fixed (for me at least) such as the male elf arms being broken and sucked into his torso, water effects covering everything both inside and out in Therinfall Redoubt and Crestwood, party banter only triggering once every 3-6 hours of wandering (and one of the recent patches made it so party banter is completely gone from my game. Companions don't even use battle shouts anymore).
-The plot: weak and disjointed with screwed up pacing and no sense of urgency that for the most part gave me little reason to care about what was happening. The whole "chosen one who is the only person that can save the world" was not compelling here either. I give them props for attempting to break from the trope by making the chosen status an accident but it ended up exactly the same. The exceptions were the Haven battle and the Temple of Mythal. The fact that the heroes just trample Corypheus with almost no setback, no tragedy, etc...Not fun.
-The inquisitor's limited choices and limited personality. I feel like this was another case of BioWare's notorious overreaction to criticism: DA2's tones were too comical and over the top so DA:I made it so you could only be very mild and never passionate. You can be polite, neutral, or slightly cranky or joking but never boisterous, evil, ruthless, no passion. There are no good or evil choices, only A or B and since the sidequests don't have roleplaying/flavor choices, you're left with a very bland character that you have to supplement with headcanon.
-Things that make no sense: The inquisitor is accepted as the leader immediately, even while still a prisoner. The reason they give for following her orders "you're the one with the mark and the one we have to keep alive" that's unreasonable and illogical. At the end Corypheus raises up a bunch of ruins high into the sky with magic but we are never shown how or why. If he could do that, why not just let the inquisitor fall to her death? Also how did the party get down safely after Corypheus dies? In Haven after the inquisitor starts the avalanche, Corypheus has time to fry her with magic but he just stands there staring at her running away and does nothing. A lot of random details in the game felt like they had hardly any thought or effort put into them.
-The mage/templar "war:" This was built up for the whole of DA2, it should have been the main plot of DA:I but was pushed aside and resolved in a side quest where you kill a few roving bands of mages/templars. You never see a war, at most you get a small cluster of mages or templars on whichever side you choose to recruit but this was supposed to be an uprising that rocked Thedas, not the equivalent of a bandit group. This could have been a great game with an interesting plot based on the mage/templar conflict rather than "defeat ancient evil guy."
I could say more but I've ranted enough and it's time to sleep.