I both agree and disagree, oddly enough. I agree that the story advances too quickly if side-content is avoided, but at the same time, I feel like there is a pretty big disconnect if Cullen tells me we need to assault Adamant immediately, before any more Wardens are turned into slaves, but then I go out to some zone and do... anything else, really. It's like how in ME3, the "Priority" missions were the ones you should do last if you want to do everything and get better outcomes from those Priority missions.
The only main mission I can headcanon into making sense is WEWH, because I can pretend that the ball is taking place on a specific date fairly far from when it's brought up. All of the others are time-sensitive, so taking days or weeks traveling to zones creates a disconnect.
As an aside: Even if you go directly to Adamant after learning about it, I don't understand how there are any wardens left. The process of binding them to demons is already underway when you find Erimond, then you have to travel all the way back to Skyhold (the Western Approach is the area furthest to the west you can go, so it's very far away), then have Josephine contact nobles to deliver trebuchets, then march an army and said trebuchets all the way back to the Approach on uneven terrain. That would take weeks! Erimond must be incredibly incompetent.
This happens in all RPGs, open world or semi-open world games even moreso. In Origins, the Darkspawn sit on their arses for the better part of a year as the Warden treks up and down Ferelden. In TW3, the urgency of finding Ciri (pursued by evil ghost elves that can teleport) doesn't stop Geralt from scouring Velen bare in search of crafting diagrams or Gwent cards. In Pillars of Eternity, there's supposed to be some urgency to the late-game but the main villain will patiently wait for you to finish all the side-quests before moving on with his nefarious plans. Your kidnapped baby in Fallout 4 can wait, you have tomatoes to plant. So on and so forth.
The alternative is to write a story with less urgency (potentially less interesting), force the player down a linear path (not welcomed by many, see FFXIII) or implement time limits of sorts, which are widely hated. Hell, Fallout 1 tried to include a time limit for its final objective, and people complained enough they patched it out.





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