Not sure if they had the same issue as me, but maybe. I loved the game, but the last act had the typical crpg feeling of all the possible storylines condensing into a few. Not a major failure, but it really stuck out to me because of how well the rest of the game handled it. They did a phenomenal job of making me feel free to tackle each previous act however I wanted. The world reacted pretty well, and there were a few points I was actually surprised to see characters react specifically to some weird solution I came up with. At the end it felt like my choices mattered much less, and I was on this track of betray/kill one Big Bad or the other with the only difference being who goes first and what flavor of help comes along.
I think this is an issue all crpgs will have (it’s just too much work to have many wildly different endings), but the amount of discussion around BG3 being the new standard for the genre makes the issue stand out. At least for me.
I could see it working as an animated “job of the week” sitcom style show about a team of DRG miners. There’s nothing about DRG that ties it too strongly to the concept though. You could just make a show about space dwarves without any mention of DRG, might even be easier without whatever “lore” the game has in place (I like the game a lot, but if there’s a story I haven’t found it).