Of course I don't really need to analyze anything. However, I am because I'm trying to a) figure out what the heck is happening in the game because things aren't really spelled out for you. You have to piece it all together based on the clues they give you via documents and dialogues; and b) I'm trying to write my own fan fic and have it make sense.
The sure sign of any really well-written story is that it is consistent and cohesive. Those who write crap novels and movie scripts and video game stories, etc., are those who don't pay attention to details and don't try to make everything work well together. The more cohesive and consistent the story is, the more real it feels and the more people can connect with it.
This game is fun. I enjoy it. It is good. But I don't want it to be just good. I want it to be great. I want it to be the kind of game people can scrutinize and try to pick apart, but when they do they suddenly go, "Oh my gosh! I didn't realize that detail was there and that explains everything as to why things are the way they are."
THAT, my friends, is the sign of a really good story. Everything has a purpose and place and they all fit together in some way that makes sense. They've put so many details into this game already, and most line up. This is something so minor, but it is also very confusing from a consistency perspective. Did they mean South in the dialogue, or should it be West? When these simple things don't line up, it confuses direction and immersion and leaves players who are paying attention to such details wondering, "Is Baldur's gate south of the Grove or west according to the game map? I'm confused?
That's sloppy. I expect more from Larian. Shouldn't everyone?
So, because they didn't tell you how the story ends before they dropped you in Act 1, you're confused. The thing about a good mystery is that it's not spelled out for you, initially, and you have to work within the boundaries of what's given to figure it out. I sure wish that this was the first game that said "Go here to do that" when it's actually "go to this other place". I mean, it's not like this is how retcons are born. Wait, yes, it is, actually.
The problem is, you'll never see it as great unless they pull everything out but 5e. It doesn't matter what the rest of us may be enjoying about it, if it's not 5e, it has to go. Of course, this leads to you making things up as being 5e, such as party size, right? I'll tell you something else that makes a good story, and I'll even hit you with a good example:
When the story doesn't fall into place until somewhere close to the end of the narrative. If you haven't played Horizon Zero Dawn, you should. It will demonstrate quite clearly how you don't need the whole of the story to make sense in Act 1. The juiciest bits of that story aren't confirmed until near the end of the game.