Some parts of BG seem simple now, and many perceived character relationships were outright imaginary. The players imposed their own perceptions on those tiny sprites and unrecorded text.
This engaging the player's imagination is a very powerful tool since it allows each person's experience to be personal. Here is how they describe Dragon Age
With full quality voice and cinematic visuals, the characters provide a huge array of responses in no uncertain terms.
I fear the uncanny valley also apply to exposition. The more you anticipate how the relationships between the characters could go, the more artificial it could seem to the players, because it will only reflect what the designers think could happen.