How was the plot any less predictable than all of the 5000 other games where you run around saving the world from the big-evil-baddie?
I found the plot to be refreshing and something that the RPG sorely needs. Namely, something that doesn't try to puff up the importance of the unfolding events by claiming that THE WORLD WILL BE ENGULFED IN DARKNESS! and instead tried to make the importance more personal (such as act 1, the rags to riches story). The second act (at least, in my opinion) was the high-point of the story, as instead of dealing with a generic PROUD WARRIOR RACE whose sole ambition is to be a bunch of misogynistic dicks, you deal with a complex and expertly crafted race of people with their own ideology and views on good and wrong. I found it harder and harder to try and justify my ways and philosophy in face of an equally righteous cause. Could you really say with a straight-face that the Kirkwall way of an upper- and lower-class, where the rich and powerful are free to trample on the less fortunate (such as the Guardsman who tried to force himself upon the elf, which sparked the civil war). Bioware did an excellent job on presenting both ways of life (the ferelden and Quanari) as equally right, which made the confrontation with the Arishok one of culture clash and war of philosophy, not one saturday-cartoon villainy. Also, the Shepherding Wolves has to be one of my favorite quest of all time, not because of gameplay mind you, but because of the sheer culture shock i got from seeing that Qunari Mage burn himself, as i thought arrogantly that MY way of dealing with it was the right one.
The third act, despite the weird heel-turn by First Enchanter Orsino, is a case-study in moral choices. I feel like the Bioware team took note from Extra Credits' episode on moral choices, in that the choice was clearly "Rights of the Few vs. the Good of the Many" and "Freedom vs. Discipline". While the climax might be "lacking" in a sense that you are not fighting some big-evil-dragon-who-is-going-to-destroy-EVERYTHING, it more than makes up for it by presenting the struggle to maintain order in Kirkwall as not one of mindless heroics, but of personal desire to not see ones newfound home (as i am sure that after a decade of living there one might become attached to the place) completely destroyed.
The story is "predictable" in that rags to riches, xenophobia, culture clash and civil war has been done before, but the excellent characterization of the races involved and the refreshing formula, makes it a step into the right direction. While the RPG elements MIGHT (again, opinions not fact) have been sacrificed for a more stream-lined experience (AGAIN, no one thing is better), the combat and story is a step in the right direction.