Let me touch on the problem I had with DA2's killing of the Hawke family-
There was no pay off. No positive pay off.
As an example of how to do it right, in Borderlands 2, a character a lot of people cared about in the first game got offed unexpectedly.
This caused brutal anger in me and my buddies as we played, but not at the developers for writing it in-
At the murderer himself, the guy behind it all.
And when we got to the end and offed the bad guy, we felt vindicated.
Even better was the credits, in which there's a slideshow of drawn art, and once piece shows a character getting a NEW friend, to replace the one he lost.
I actually began to cry a little. Shed a few tears, I'll admit.
AT BORDERLANDS 2 FOR CHRIST'S SAKE.
Now, you can't replace family of course, but my point is, negativity is just that- a negative.
There has to be positivity to balance it out.
DAO was great at this- no matter how negative the game got, there was SOMETHING to shoot for, something positive, and you could feel that all that negativity was worth it in the end.
But DA2 screwed that up- you went through NONSTOP negativity, straight out of the gate and all the way through to the end, but for what?
For nothing. No payoff, no happy ending, nothing.
If a family member has to be killed off AGAIN in later installments in the DA franchise, I'd rather there be some sort of redemption plot line that follows it towards the end of the game(Human Noble avenging parents by killing Arl Howe), than simply having his/her family killed and being unable to do anything about it(DA2 Carver/Bethany and Leandra).