Both Beth and Bioware have definitely lost the edge on how effective their dialogue is at altering the outcome of events. Especially in DA: Inquisition (with the exception of a few key moments), dialogue was basically there to allow you to role-play an attitude without really affecting how the conversation would end. It was a long way off from the way Mass Effect 1's dialogue would open up whole new avenues of gameplay. (My favorite moment was in one of the side-quests to confront a politician that had taken a ship hostage. I managed to infiltrate the ship, bust open his door, talk him down by agreeing to support his treaty, and place him under arrest without firing a shot! It also got me access to a new trader or something later in the game after I passed his treaty.)
The thing Bioware does well is capture the nuances of the player characters responses without filling the screen with text. It's a result of writers that really know what they're doing. Take the following lines as example "responses" for an in-game dialogue (what the player character would actually say:
1.) "I'd like to know a little bit more about things first, before I agree to anything..." [Continues dialogue.]
2.) "Do I look like I'm even considering it? I'm already counting to five in my head. Get lost." [Ends dialogue, rejects quest, negative relation adjustment.]
3.) "I'm not sure I want any part of this. We can talk again, later." [Ends dialogue, pauses quest for now.]
4.) "You need to find someone else. Sorry." [Ends dialogue, rejects quest.]
Bethesda's "wheel options" would likely be something like:
1.) Not sure.
2.) You kidding?
3.) Uncertain.
4.) Not interested.
How the @#$%! do you know what you're actually answering -- especially between 1.) and 3.)?
Bioware would be something like:
1.) A few questions...
2.) Get lost. Now.
3.) Later, perhaps.
4.) Sorry, no.
Crystal clear, in about as many words. Tone is also captured in the wording. The system is sound, but it does require writers that understand the nuances of the written word. Granted, it's not like ALL of the dialogue in FO4 is problematic, some of it is perfectly clear. There were just too many times when I picked something to get more info -- only to have my character accept a quest outright or start talking like a bone-headed bruiser spoiling for blood.