(1) Roleplaying dialogue options. I still rate DAO higher in this, but of Bioware's games with voiced protagonists, DAI did this best. No character-derailing autodialogue or forced characterization, way more options than in ME3 and less extreme options than in DA2, and neutral options for those who didn't like the traits expressed by the more explicit options. If they did away with the paraphrasing and put some more options in here and there in conversations that had only few, roleplaying could be what it was before voiced protagonists became the norm, only with voices. Definitely a big step in the right direction.
(2) Roleplaying perks. A great tool to shape your character. In future games, I wish for this idea to be expanded upon, and attached to the character rather than the organization. I'd like this to be integrated into character generation as background options.
(3) Sitting in judgment. Another great roleplaying tool.
(4) The war table. It made me feel that I was leading a big organization whose leader can't be everywhere and has to delegate. Also, a great way of making small stories that enrich the world without having to spend a lot of resources. To those who say they wished for those plots to have been on-screen: yes, I have that desire, too, here and there, but given the realities of game development, most likely if we didn't have them for the war table we wouldn't have them at all.
(5) Visuals in general. Great landscapes, fantastic dungeons (Descent) and castles (Skyhold), impressive outfit design. Also, the Fade came across as appropriately alien this time. Nice touch: the "down" defined by your own balance and the inverted areas in Trespasser.
(6) Design and writing of important encounters. Well of Sorrows, Solas in Trespasser, Ameridan in Jaws of Hakkon, all favorite moments. Corypheus in Haven was good as well, though not quite on the same level. As opposed to their counterparts in the ME games and DA2, these encounters felt natural *and* intense. More of that, please.
(7) Crafting and coloring. It was fun experimenting with different designs and colors. Getting schematics used to be a chore, but with the Golden Nug it ceased to be.
(8) Open maps, meaning that where we could go on a map was mostly not circumscribed like in previous games. I didn't feel harassed by the map design most of the time. Notable exception: Exalted Plains.
(9) The Avvar in Jaws of Hakkon. Exploring their culture was fun, and Svarah Sun-Hair absolutely compelling with her undogmatic wisdom untainted by ideology.
(10) Some of the characters:
*Cassandra: For all that I didn't share most of her opinions, she's the most complete and real character Bioware ever made.
*Cole: once again, Patrick Weekes managed to make a character with an alien mindset relatable. Excellent writing.
*Solas: such conflicting emotions evoked after Trespasser, especially since I share his mindset, as much as I dislike his plans.
*Dorian: At last, a man with a positive outlook on being mageborn, and a look into different sides of Tevinter. Also his father, who came across as a man who's decent at his core but was corrupted by the system.
(11) More defined sexual orientations. I paid the price for that since I couldn't romance Dorian because of it, but DAI's setup is way more plausible than DA2's, and if that means I occasionally can't romance a favorite character, then so be it.
(12) The character creator. I made my best character faces in DAI, barring no other game, from Bioware or any other developer. Minus the hair, of course.
There's more, but I'll leave it at that for now.
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