Dark Korsar wrote...
NOOOOOO and NO!..you're kidding?..Do we get to play and make decisions for nothing?!...Go and play with the first to the second part, and do not whine.....
We know that they do not transfer all of them(like...Do you give a coin for Lothering child, or Do you go to a brothel in Denerim / Kirkwall...or Do you slept with someone as Isabella/Leliana/Zevran and get HIV, syphilis from them...and others), and this is understandable .... but at least the most important and decisive events there must be
I think you actually have it backwards. Bioware has shown it is much easier and they do a better job of handling small choices rather than large ones. Its much easier to have that child you gave a coin to in Denerim show up in the story 10/15 years later and now be a wealthy merchant, as an example. Maybe if you gave him money, he says he learned long ago the value of generosity and has fair prices, but if you didn't give him a coin, he says something along the lines of he always learned to look out for himself and charges crazy high prices.
Examples of Bioware doing this in the past are in ME3 referencing Kelly Chambers or Conrad Verner suddenly being incredibly useful if you've completed a ton of random fetch quests in earlier games. Or DA2 making lots of random choices feed into the Codex. What Bioware has had trouble doing is finding ways where the Big Choices are suitably represented in a way that doesn't basically set a canon regardless and doesn't use a ton of resources to create a glut of custom content.
If Anders died, he's still alive. If Leliana died, she's still alive. If you saved the Anvil, there is no mention of the dwareves retaking the Deep Roads or being viewed as a threat to topsiders. If you preserved the Urn, there is only a simple battle-quest about some bandits selling fake ashes for cures. If you named Allistair/Anora/The Warden as the ruler(s) of Ferelden, this is all but glazed over in the cameo. Witch Hunt, which gives the Warden the ability to leave to another dimension, is completely ignored by this cameo, actually, since it states the Warden is in Denerim (I guess inter-dimensional travel isn't all that permenent?). Basically, every choice was reduced to a codex entry or a mini-side-quest, with only a small handful of dialogue lines and a fethc quest/battle quest design. And don't even get me started on ME3 (which is fair enough, since the DA and the ME teams aren't the same).
Point being, there has been a prescedence of making big choices all result in the same thing, while little choices can be easily referenced and implemented. Romances, side quests, random acts... these are simple things to manage. Big Choices, ones that are demonstrated as affecting the world at large, very rarely live up to that perception. And, granted, DA2 didn't make a lot of sense for having Dwarven politics play a larger role, but DA3, which will involve pretty much the entire land of Thedas in the scope of the Mage/Templar War, will have no choice but at least make references to the powerful decisions made in the past. Much like ME3 had no choice but to bring all of their big import choices to bear... and which did not work out that well for them.