EA Earnings Call: Dragon Age Inquisition the "most successful launch in Bioware's History." (x-post /r/dragonage)

There were some quests that could be described as "MMO-ish"

Not "some", "most". Most of the quests are of your basic MMO formula or a variance of it, talk to someone, do/grab something, go back to someone, each of these quests being very barebone with minimal substance in-between.

However, first of all, I feel like that was a fairly small number of the quests.

Nope, there was over 100 MMO quests in total in DA:I, each area either had 1) at least half of its quests being MMO quests 2) the vast majority being MMO quests.

but a lot of the unnecessary quests had interesting narrative content I thought.

The narrative content of these numerous quests was so minimal and rudimentary that I could hardly call it interesting or a good reason to do the quest, however if you find them interesting then ok, point still stands that they are fetchquests.

I didn't think the balance of boring fetch quest vs interesting quests was any worse than DA:O.

DA:O, including Awakening, had 38 MMO quests. Excluding Awakening, it had about 30 of them. That is one third of the game. DA:I has about 150 quests in total (even that might be an overestimation), while at least 100 of them are MMO quests. That is more than half. So you are wrong about that.

Most of them were very easy to automatically do in the course of exploring and completing more interesting quests.

I disagree about that too, since if you strayed away from the path BW built for you, even a little, the quests can suddenly take you away from what you were doing instead of just being in your way to be easily done.

That's not to mention that, like you said, the fetch quests could easily be ignored.

The fetch quests are the majority of the game. The "ignore them" argument would work if DA:I had about 5 fetchquests per area, which is not the case. They are a major element of the game. If you are suggesting that the only way someone can enjoy the game is if they ignore a (major) bad part of it, then that is bad game design.

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