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In a perfect world I would agree. In a capitalist world that's just not possible. Branching choices become exponentially more expensive with each new release.
I do agree with this, This game does unfortunately feel a bit improvised with little planning in advance (based upon what I've seen of it so far), and advanced planning would have had more of an impact on how this game turned out despite whatever the budget of this project was. I think Bioware should be a little less concerned with "Trend-Chasing" and focus on making their titles more in depth personally.
I will still be trying this game out, I hope to be pleasantly surprised by it somehow, but so far what I've seen hasn't been that encouraging - I did enjoy having independent world states that featured a few cameo appearances on occasion.
Inquisition was a HUGE step down in the rpg elements of the game.
as was da2 inquisition had also massive areas with too many little side quests to do but rewarded exploration nonetheless.
origins had 4 abilities per spec and few of them as passive powers not exactly plentiful and choice was to get all that you could get to good ability.
In DAO you had some flexibility.
You could play a high strength rogue in heavy armour with a shield for instance.
You could focus on the rogue skill tree and skip weapon talents, go to Awakening and continue with high level skills.
Alternatively you could use different classes for different weapon builds like Warrior archer vs Rogue archer.
It was no longer possible in the sequels.
I'm sure the abilities in DAO were a little more separate to classes as well, I seem to remember being able to learn lockpicking or trap disarming regardless of which class was picked initially.
I must have been misremembering regarding the lockpicking then, trap disarming was though as you said - I think that became rogues only as well in DA2, and possibley DAI as well (Were there traps in DAI? I've forgotten).