I don't mind the way Bioware does it's linearity, because it still gives you time to do what you want (or time to let me do what I want, at least). Stopping and talking to people, as much as that may irk some people, is invaluable to me because a) it creates contrast to the action sequences and missions, which invariably makes the pacing feel better, b) having an array of characters inhabit the world makes it feel like a real place, or at least one that I can care about, and c) it means you have a way of finding out more about the world that, most importantly, is optional. You don't have to have exposition shoved down your throat in cutscenes; if you've played through the games before, you don't have to stop and talk to all the dudes in, say, Ostagar, because you already know what Darkspawn are.
Besides, I do like the fact that, in Dragon Age, at least, they do go out of their way to provide multiple solutions for missions. Are there 'best options'? Yeah, sure, but at least it gives you the sense that they're trying to leave room for people to roleplay, and I like the fact that they give incentives to take evil options in order to unlock new classes.
And I like the fact that you can kill pretty much all of your party characters at some point in the story and finish the game without them if you'd like. Most games don't give you the option to choose to kill all of your allies from the get go; that's a pretty big risk. There are probably people out there who never got Sten or Leliana in their party, or who never realised Wynne was recruitable, and that's pretty ballsy; knowing you're giving players the opportunity to skip out on a lot of the hard work the designers and writers put into these characters.
Eh, I'll shut up now.