I can see pros and cons of showing an iconic protagonist. An advantage of Hawke is that someone can have that outfit on, with the blood smear, and people will recognize "Oh that's Hawke." It's not that the details of the face necessarily even need to be precise. Put on that armor with the smear, and people will recognize it. It's a type of branding that could be important.
Even if it crosses gender/sex, I think someone like Holly Conrad (or a plethora of other women!) can dress up in the N7 armor and people will go "Yeah that's Commander Shepard." She certainly doesn't look like man Shepard, or even that much like default woman Shepard. In that sense, I think marketing did something right, even if the iconic character had a particular look.
For something like Dragon Age: Inquisition, maybe it'd be better to have that iconic look be a bit more generalized (since it's more than just human), but I'm not sure that the mere existence of an "iconic look" is bad if it can result in people identifying a particular outfit as being "the armor of Dragon Age Inquisition's main character." I'm not sure how much a box art specifically needs to explain what the game content is really like, or rather more catch an eye. In this case, as the women in this thread have pointed out, by having a woman on the boxart (or in marketing in general) could be useful in catching the eye of someone who values that. From there, they have picked up the box/clicked on the link/whatever, and from there supplementary content (in the article, on the back, etc.) can explain what the game is. Some may go "oooo" and some may go "naaah" but that initial hook, to me, is pretty important for a lot of potential customers.
I do think that there is a risk of a cover being potentially TOO busy (I'm a big fan of the Dragon Age covers because I find them very clean, and eye catching -- which may be a personal bias), as well as too sparse. I think it's also important to have a degree of consistency in the style, so that different marketing attempts don't conflict with each other in terms of making an association in a person's mind.
In this sense (note: I'm not a marketer, and I'm just thinking on the fly), for any individual piece of material, whether it be a box art, poster, or even trailer, I'd probably go with a randomized selection of a race gender, but all wearing the same armor set. With this, you could still show off physical differences between races/sex with each promo piece, while maintaining an aesthetic consistency between all of them so that the association of "that's the Inquisitor" can be reinforced. Then for the box art, any reference to the protagonist would be made simply to the armor (possibly with no one inside it -- literally just have the armor placed somewhere) used in other materials, with any actually fleshed out characters being party members. And I'd probably still keep the Blood Dragon since I think that that is a pretty iconic look for the franchise itself.
Anyways, my musings before I head off to volleyball.
I tend to like less busy artwork, too, for games anyway. Like I said, I make ads for a living, and usually the client wants more info than they should be putting into the ad space that they're buying. Their theory is that if they are paying that much, they should get as much as they can for that price. What they don't seem to grasp is that people don't want to squint to see their tiny info. Sure, it still helps, they're still advertising, but to make their ad really eye-catching, I need room to do so.
It always looks better if they have less information. Then you can put the important stuff nice and big for people to notice, and one or two (or more, if you have them and have the space) eye-catching graphic or image elements. And you still have plenty of empty space to work with.
The blood dragon is definitely the symbol of Dragon Age overall. I actually thought that the silhouettes in the wings of the dragon on the cover of DA2 were really neat. They wouldn't be that hard to make, but it was an eye-catching design. I suppose I'm partly overthinking the problem because I'm thinking "how are potential new players going to look at this?" They aren't going to look for the blood dragon, and some people might be hesitant to pick up DAI because many didn't like DA2. Personally, I thought it was a better-than-average game, but I wouldn't have ranked it with Bioware's best.
I don't like the idea of just armor on the front, even if it's got a blood dragon backdrop. Yes, it identifies the Inquisitor, and that's good. Unfortunately armor alone doesn't have a lot of character. The Inquisitor's ring on the website is really cool, but if all I saw were the ring on a box, I'd be thinking it might have something to do with vampires, or a magic ring.
Now if the armor could have sort of faded-out scenes or characters, without making the overall art busy, maybe as a reflection on the metal, that might give it a bit more character. But I didn't get the impression the helmet etc. were meant to be that shiny. With DA:O, the cast were shown inside the blood dragon (if I recall correctly), so you didn't really notice them much until you actually started looking at the box. "Oh hey what's this red dragon shape, is that blood? ... Who's that in the dragon's wing?"
If this were a fantasy novel, I'd prefer an actual painting-style approach; I actually dislike the trend of making book covers more graphically oriented. Some of the graphics are really beautiful, but for a fantasy novel it's always nice to have a beautifully illustrated scene on the cover, so you wonder what's going on and want to--though graphical covers can definitely work well, and even better in many cases, particularly modern novels, than illustrations. Yes, you can't judge a book by its cover and I know that. Some of the most beautiful covers I've seen have been on some of the most horrible books that I've read.
But, a game isn't a book, and a painting like that might spoil some unintended element. So while the Inquisitor surveying the damage (either of the keep or the village) would be visually intriguing and would definitely viscerally display "choice," it would also not leave room for the Blood Dragon, or much else. And yet, again, a bland game box/case is one that's going to be passed by by new players who haven't been poking around the Internet for fantasy games. Personally, for me, with no means to give it some kind of personality, no matter how cool the design, the armor would just not be that interesting. If that's the route marketing goes, they'll probably think of something I can't think of at the moment to make it more appealing--they'll know more about the game than I do.
Having said all of that about just the box art, I still think it's very important to be more inclusive in the trailers. I'd be happy to see women in the trailers, images of the Female Inquisitor on the website/shown to gaming websites etc. But being more inclusive in general, to others besides just "white women," definitely wouldn't hurt. Some people might call that being politically correct. I call it acknowledging that people don't come in a single variety.
The only thing I know for sure I would push is the idea that "choice" is important. We're told this is going to be our world, our Inquisitor, our story, our hero. So even though the trailers already mention this, it really needs to be shown as well as told, if that makes sense. But now I think I might just be rambling...