Hit level 15 with about 38 hours of play across 5 major zones, and I've got to say that the open-world/zone design here is a failure:
1. It is formulaic: The different zones I've encountered have these laundry-list activities associated with them: a) Unlock camps in each zone for fast travel b) Pixel hunt shards through a telescope and hunt them down c) Close numerous rifts in each zone (justifiable, yet repetitive) d) Interact with dozens of landmark sites in each area, and so on. The whole thing comes off as something out of Assassin's Creed. Normally I'm excited to go explore new zones and their associated quests, but over here, there's only one thought that pops up in my head on unlocking a new area: more tedium.
2. There is a conspicuous lack of quest hubs and cities: There is just one settlement in the entire first act, and that is a tiny village. So far, I've yet to encounter a fully realized city. Even Val Royeaux, capital of Orlais and supposedly one of the biggest cities in Thedas, is represented by a tiny closed-off section and nothing more. Every single major zone has turned out to be a combat area. Think MMOs, but go one step further and remove capital cities to get the idea.
3. Piss-poor side quest design: As a result of lacking in quest hubs, nearly every single side quest boils down to fedex quests that you stumble upon in the combat areas, often with zero interesting stories. Nearly 40 hours in, and I cannot name a single interesting side quest off the top of my head. What's the point to having 100+ side quests when they all lack any semblance of substance? I would gladly take 10% of the quests on display here in return for them being more involving. At this point, DA2's and Skyrim's side quests are probably far better and had more effort put into them -- quite a sobering thought.
4. The entire world is static: There is no day-night cycle. There are no npc schedules. There is no meaningful interaction with the world, such as sneaking, pickpocketing, picking a fight with the NPCs, etc. Once I was able to get past the initial wonder at the size of the maps and the good visuals, it became apparent that the "open world" is nothing more than window dressing. It's a giant dead world with nothing interesting to do, except for scripted events at your base. Replacing traditional quest hubs with these massive zones containing vast amounts of filler was a terrible idea on their part. I would prefer undertaking the trek through the Deep Roads in Origins numerous times over ever replaying any of DA:I's zones ever again.
The game's got numerous other issues with its horrendous combat, glacial story pacing and disjointed plot development, encounter design, dumbed-down character development, character writing, etc., but I more or less expected and was prepared for those issues. On the other hand, I would never have guessed that their zone design/open world would be yet another addition to the list.
At this point I should probably cut my losses and shelve the game, but there have been a few interesting callbacks to the events of the first two games. I'm also morbidly curious about whether the story is another DA2-style disaster in the making. If it is, I want to witness it first-hand.