This picture should be relevant when we talk about dialogues and Choices and Consequences
RPGs then also didn't have a voiced protagonist, its a trade-off between having a character you can hear and conversations that aren't one sided versus more options but less voicing.
Besides, DA2 was a classic case of a game pushed out the window, Inquisition and Mass Effect(1,2,3 and likely Andromeda) both use the dialogue wheel and they allow for lots of character options and statements, don't condemn a system for better or worse based on one example. The humour option is also designed to be humorous is what the second picture tells me, who would have thought it.
And besides, less choice allows for greater depth to options, a classic case of this is the very end of DA2 and the Witcher 2 with the Humans vs Elves. Choices and consequences must be carefully balanced for both to remain meaningful. Too much choice and not enough consequences makes the world unreactive, against their ethos it seems. But flipped too many consequences for too few choices makes a player frustrated they could just do "x".
But Paradox seems remarkably self aware for a developer/publisher and so I feel they already know all this going in. Tyranny looks like a good game from this initial marketing.