I'm getting a little fuzzy about the definition of "filler" we're using here. Content that doesn't advance the main plot? That'd be, what, 90% of Skyrim. Do arbitrary obstacles along the main path count?
No, not everything needs to advance the main plot, but it does need to seem thematically connected, relevant to the world, or important to gameplay. It certainly helps to be part of the main plot, but it isn't necessary.
Repetition of simple tasks is generally the easiest filler to spot. Even if the type of sidequest was thematically relevant to begin with, after a while the point has been taken. Unless those sidequests change up their gameplay, there's no reason for me to experience them. As a heuristic, I say that filler is content that's far more about the reward than the journey. If the sack of virtual money is the only reason you're doing something, then what you're doing doesn't really need to exist.
In the case of Skyrim I might categorize a lot of it as filler; however, Skyrim doesn't even try to tell much of a story so pacing is less of an issue, and the random stuff lying around the world tell little stories of their own. Even each dungeon tries to have some puzzle or vignette that differentiates itself from others.
That's what roleplaying is: adopting the perspective of your character.
I will never stop playing these games like roleplaying games, and I will never stop demanding that they let me do that.
I'm not asking for less roleplaying, I'm just saying it shouldn't be an excuse for laziness. BioWare are trying to tell a story, so it's their burden to keep me interested throughout. Roleplaying should only enhance my experience. It shouldn't be a requirement, especially if it's to ignore poor design.
You realise you're criticizing BioWare for failing to meet a standard you say they set for themselves, and yet in DAI you insist that they didn't even try. If the intent of that content was that it be filler, then they weren't trying to include that content as part of the story. Given that, in what way did they set the story as their primary objective?
Your argument here is incoherent.
I don't understand how that was inconsistent. BioWare set a standard and then stopped trying to meet it in certain parts of their game.
BioWare are storytellers, when they stop telling stories in their games for no good reason, I think that's a valid basis for criticism.
Yes. I dispute that such a thing is even possible.
Content is content. Any categorization beyond that is a fabrication.
You dispute the fact that games are art? Or that they can tell their own stories? That's simply false.
As a guy who designs games as part of his coursework, I can tell you for a fact that content can be categorized and even ranked. Game design is subjective, but it's largely measurable.