Let's say up front that GOTY awards don't mean much anymore. Some games have a GOTY edition before the actual game is released.
Now, I haven't played Inquisition myself (and I probably won't) and I have no opinion on how it's played. However, I think that the exact emotional reaction of the player is not as important as the contents of the words used. This is the territory of what is called "theatre of the mind"; it's a hugely important part in roleplaying games, but it also plays a part in movies and books. It's called "ellipsis" in narratology, where data about the story is left out, because the audience can fill in the details more effectively than the medium itself can. If we see someone getting into a car in one place and out of a car in another place, we know what happens in between; any time spent showing the insides of the car isn't neccesarily important. With roleplaying games, something unique happens with the ellipsis which transforms it into theatre-of-the-mind. The medium (as in, the game) doesn't fill in all the details, because the player is infinitely more capable of imagining stories the original creators did not necessarily intend. Fallout and the Elder Scrolls evolved rather brilliantly to distill that type of game-storytelling.
So it's awesome that Dragon Age: Inquisition managed to allow players to mechanically acknowledge a set of basic emotions and thoughts they could have and input that into the game, but I personally think that the way we play should be more important than dialogue options which, let's be honest, do not actually impact the storyline beyond a player's lack of tact impacting the favor of NPCs.
Though I will give Fallout 4 and EABioware games two things; the dialogue wheel and the voice actors allow more valid choices than Oblivion's original format. In the original format, you were typically only asking for more information and eventually agreeing or disagreeing with a proposition or saying the same thing in a slightly different way. Fallout 4 consistently allows more than one valid choice. In a way, previous Fallout games were better at creating the illusion of multiple choices when the majority of dialogue consists of choosing to ask or not to ask certain questions.
However, I don't think it was worth the sacrifices that were made on the way there. Most importantly, the lack of an ability to get back to NPCs about their request for help and, from what I hear, the main mission only allowing options that move you forward. I'd rather be under the false illusion that my character's journey is unique through my suspension of disbelief, than being forced to agree to all tasks in fear of missing something. That was a major problem for me playing Oblivion and Skyrim because I didn't filter my decisions. But now, I can't filter.