In Exile wrote...
I think you have to consider the issue of where the franchise is, too. It's easy to write a definitive conclusion for DA:O if you aren't sure the setting will continue or not (i.e. Warden is king/dead/paragon/first enchanter/whatever).
Right, which is why I took the example of the DA:O epilogues as being better in that respect - they are open-ended *and* do not have excessive influence on the rest of the world. Some of them could be made more satisfying (perhaps by increasing the feeling of agency by adding even more variations based on extra player dialogue post-coronation), but it's not a bad start, unlike the DA:A epilogues. You really don't have to be as specific as 'The Warden is now promoted to First Enchanter, a role he will keep for the next 20 years'.
I thought the idea of a the vanishing Warden was, basically, so the player could "fill-in" some super adventures for the Warden alone while the writers could go on writing in the setting without worrying about variable hero.
I understand that was probably the intention, but my point is it didn't work for me and it seems it didn't work for a number of other people either given a few posts I've read in this thread (I don't know how prevalent this sentiment is; after all, these are still only anecdotes and most players won't have spent that much time reflecting on the still fairly vague epilogue). And that's not just a phrasing problem, but a problem of intention
What I'm saying basically is that it's not a good idea to spend all that effort (writing-wise) to give a feeling of agency to the player through dozens and dozens of hours of gameplay, only to remove it at the last second. There is no way you can justify all possible types of Wardens (personality-wise) disappearing voluntarily for basically the same reason; some of their lifetime goals must simply be too different. Or is it unvoluntary, and it's a nefarious plot by an unknown villain like Irenicus in BG2:SoA?
If it *is* a BG2:SoA-like reason, then personally I feel it was perfect how the game started with the revelation that you are suddenly powerless. Do you think either the ending of BG1 or the start of BG2 would have been as satisfying if BG1 had ended with the revelation that you were about to disappear, be captured and then tortured horribly? Personally, I don't think so. And I (naively perhaps) assume that Bioware hadn't yet decided how BG2 would start when they finished BG1, or perhaps even if you'd follow the same character again. So strongly hinting beyond the near-term future at the end of BG1 would not have created more dramatic tension, it wouldn't have made anything easier for the writers, and it certainly wouldn't have made you feel any better about the game you just played in any way.
For non-interactive media, or games where you don't have as strong a sense of agency, it can make sense (both marketing-wise and story-wise) to end with vague hints of what is to follow even if it diminishes the relative importance of what just happened. But for Dragon Age, I think there is very little reason to do so.