Content gating can be problematic for everyone, regardless of one's primary interests.
I really liked the overall structure of DAO and ME1. You started with some introductory scenarios, and were then assigned multiple main quests that you could complete at your leisure in addition to whatever side content was of interest to you. Once you'd finished up certain main quest content, you were again "funneled" back into a sequence of events that brought you through the ending sequences.
Starting with the second entry of both series - DA2 and ME2 - content was meted out piecemeal. I expect this was for several possible reasons, including (but not limited to) their desire (or need) to present certain story beats in a particular order, pacing management, and perhaps managing the number of companions for whom comments on and about missions needed to be provided.
It's frustrating if you want to experience the story in a different way - for example, recruit all of ME2's companions before getting embroiled in the collector questline. Or access more of the other zones while you're still headquartered in Haven.
Well, the power mechanic is somewhat abstract, as game mechanics often are. I interpret it to mean that as the Inquisitor closes rifts, saves lives, and solves other problems, the Inquisition gains more volunteers and support for the cause. I'm not quite sure how they could have shown that in a more organic way, other than you visibly obtaining more troops or higher values on public opinion polls - and I would suggest that any such mechanic might start to feel sorta silly once you've seen it a few times.
Good points, I agree. Specifically looking at the power mechanic, it is an ambitious and abstract mechanic to use, but I think if Bioware couldn't implement it well they should have looked at other options. E.g. the Hinterlands minor side quests do make sense before the Chantry will treat us seriously enough to parley with, in that we're building the reputation of the Inquisition as a source of relief and stability in times of crisis. The quests are generally not that interesting to me and aren't fun to replay for the xth time, but they make sense in context.
But then we come to WEWH or HLtA where we need power points to unlock these quests. The open-ended nature of power points means that we could just keep closing rifts on the Storm Coast, recruit the Hessarian Blades to be our agents on the coast, do a bunch of smaller fetch quests which net power points without actually increasing our military might or providing resources. Yet once we close the nth rift, we're suddenly able to lay siege to Adamant or merit an invitation to Halamshiral.
I would rather have had to do some operation chain in order to access the quests, and then perhaps any additional power points from unrelated quests help determine how successful we are in those quests.
For HLtA, we either need to do some quest for the noble who provides us the siege engines to gain her favor, we have to secure siege engines that are held by bandits (in Griffon Wing Keep, maybe?), or perform an operation that scouts out the weaknesses in Adamant and provide this info to Leliana's spies to sneak into the fortress and open the gates for us. The game is already set up very smoothly to provide the military/diplomatic/subterfuge methods of conducting the Inquisition. But instead, we can do any unrelated quest which nets power points and then somehow reach the exact same point in besieging Adamant. No real options.
For WEWH, we could have needed to either free Celene's troops from that Citadel Corbeau, helped Gaspard's troops clear the ramparts, or helped the Dalish tribe enough that they gave us an agent. We would then get invitations to the ball from Celene, Gaspard, or Briala, depending on our choices, or if we had done some/all of the quests, we could choose which invitation to accept. Have WEWH change based on which "sponsor" we begin with, but still let us choose the ruler during the quest based on our actions.
A lot of customization of quests and player choice was neglected in order to create more expansive maps to explore. This isn't engine limitations from old gen preventing the full on warfare elements that were planned, these are narrative elements which were lower priority than being able to claim 100+ hours of gameplay and 100+ number of quests.
All this thread proved was some people of a hard set preference for how they are "shown". So let's just leave it since it is clear they will not accept that it isb't fact that there preference is merely that.
What honestly irritates me is when people who are big fans of DAI take the attitude that any flaws others present to the game are purely personal preference and discount them immediately. Rather than take the attitude of "I can see why someone might prefer that element to have been done differently/how it has been done in previous games" they take the attitude of "well that's your preference but this game is objectively wonderful."
I am willing to concede that DAI is a good game that does a lot of things right, but that there is a list of issues that I think can be improved upon. I'm not unilaterally stating that the game is awful. But the tendency a lot of "defenders" on these boards has is to dismiss any and all criticism and talk down to the critics. Maybe they're tired of defending the game or of feeling attacked by critics, in which case I'm sorry that it's gotten to that point. But don't maintain the double standard that criticisms are just someone's opinion and those who liked the game are objectively correct in all of their opinions.