Highlighting this. People talk about how optional content is optional, so we don't have to play it. Okay, but how am I to know what will be an interesting quest and what won't when it's truly only a small percentage that I consider interesting, and those quests are interspersed with the rest? Like you said, it's fairly obvious that the Chantry board/mages' collective/planet scanning quests are optional and won't effect any major quests. But all DAI side quests "look" the same when we receive them. There is the one main quest per zone, but everything else is jumbled together.
Fair point - but OTOH, being presented as they were can help to make the world feel more "real", and quest access more organic.
I suppose they could have people wanting someone to do minor errands gathered around a notice board of some sort. The board quests in DAO were all given and rewarded by the same person, so there were fewer characters with whom you could interact.
And really, I dislike the mentality that if something is optional it's okay if it's not great. A player shouldn't give boring content a pass because it's not part of the main plot. And a developer should want to produce the best content in 100% of their game, not just in major sections.
Firstly, whether any particular quest is boring is subjective.
Secondly, I think that part of what is going on in DAI is world-building. These are individuals who have all been impacted by the current state of the world in different ways, and their concerns reflect that fact.
Also, these quests can be role-playing opportunities. One quest in particular that comes to mind was the widower in Redcliffe who had been prevented from delivering flowers to his wife's grave due to the hostilities. How your Inquisitor deals with that says something about their values and priorities - it allows you to express something about the character. (FWIW, I personally chose to deliver the flowers when I happened to be in the area.)
I do think the requisitions could have been handled a lot better. As near as I can tell, they exist primarily as a way to gain rewards (power, influence) for turning in collected resources. Out of curiosity, I did the exact same requisition 3 times in a row, just to see if there were any different ones for that area - and there were. They should at the very least cycle through all of the available ones once before repeating any of them.
Requisitions were sort of the notice boards of DAI.
A classic example is the DAI side-quest 'Hunger Pangs'.
The settlers are starving and need someone to collect 10 Ram Meat.
If the procedural animation was better you could see the conversation properly (as Bethesda does without animated cutscenes)
A limited animation showing starving settlers (and after enjoying enjoing food) would make all the difference.
I agree that would be helpful, assuming they have the resource bandwidth to do it.
A couple of graves after failure or a couple more settlers after success would also give the quest a payoff.
That would be some great environmental storytelling, but I have to wonder how many people would a) notice, and B) realize that there's a difference in the outcomes - particularly since you would not be seeing both possible outcomes in the same playthrough.
Many quests are ultimately 'fetch this', it's how they are set up and paid off that matters.
For me, a lot of the payoff in an RPG is how my character feels about her choices and actions - which aren't always shown by the devs.