Of course, this is awfully subjective. Which TES game had better "balance," Morrowind or Skyrim?
Never played Morrowind (nor do I have much intention of wrestling with it's supposedly poor controls), so I can't comment on that. Any knowledge I have of it is from watching my friend play, but I never watched him play for more than a few minutes.
I'd need to see specifics before signing on with this. Can you ballpark how 60 minutes of this hypothetical game would differ from 60 minutes in the life of a DAI character?
I might be harping on it a bit too much, but Dark Souls probably has the most ideal open world exploration. On the small scale it has slow, but weighty movement that is perfectly responsive. Inquisition's movement, especially the horse, left something to be desired. Tighter animations and spruced up sound effects would help, but a less floaty jump and a sprint button would go a long way.
Large scale, the world is incredibly detailed, and I'm not just talking about the graphics and the aesthetics. There are tons of secret passage ways, mini bosses, items, and traps all packed very tightly together. Traps, enemies, and occasional platforming challenges keep the player on their toes while the items and secrets are a nice reward that enhance the intrigue of the world. Secret passages have the added benefit of making the world seem more interconnected and real. What I think kills Inquisition is its lack of diversity; not only are the engaging sections of the level spread out, they're frequently just copy/paste tasks that play out almost exactly the same and only occasionally have unique lore behind them. It also doesn't help that Inquisition's loot system devalues treasure so quickly. A game should try its best to provide the player with unique and surprising challenges that provide valuable and lasting rewards (not just loot).
But most importantly, the enemy encounters themselves are inexorably linked to the level design. Fighting one kind of enemy in one place can be a completely different experience from fighting him in another. This means that the player is getting a consistently unique combat experience as they progress. For example, Dark Souls has you fighting rats (a fairly easy enemy) on a very thin platform, so the fight is made more interesting because the player needs to worry about their positioning. Skyrim achieves a similar effect by having forts and dungeons with fairly diverse layouts, so how you approach each encounter can vary. To get this working in a DA game might be tough, but designing encounters that force specific squad positioning or include different intractable objects (like that early demo BioWare showed us) might do it.
Doing one or all of these things can be difficult, but steps in the right direction is all I want. I highly recommend playing Dark Souls if you want to better understand what I'm saying, or barring that, watching a playthrough.
I don't quite see how "sparse" and "gamey" fit together here. Surely RW environments are far more sparse than game environments.
I don't agree with that assessment. For one, the real world (assuming that's what RW means) is effectively infinite in its engaging distractions. I've kept myself busy kicking pebbles around. However, developers obviously can't allow us to play with random detritus everywhere (for a number of reasons). Placing a keyboard and computer screen between the environment and the person makes generating engaging experiences more difficult because we lose out on most ambient sensations and our natural degrees of freedom. The simple act of walking will always be a more engaging experience real life than walking in a game.
Like I said in the second paragraph, DA:I's problem is that the few points of interaction it has are very similar, if not exactly the same. Because the trek between each activity is so large and uneventful, the activity itself (when the player finally gets to interact with the game on a deeper level) sticks out like a sore thumb, especially if it's a carbon copy of another. The end result is player thinking: I came all the way here for another one of these?