1) And those characters remembering it were just flavor dialogue. That can be fun and interesting, but it's not important and hardly worthy of continued recognition. It doesn't shape their character in any way. Also, the Keep creates World States, not character states. You are shaping the world, not every minor characteristic or decision of a character that doesn't actually appear in the game (which is a different issue entirely.) If it was advertised as that, then that's another problem, but I personally knew exactly what I was getting.
2) There is a tile for Isolde being sacrificed, which would indicate blood magic. Who went into the Fade isn't really relevant, unless it was going to come up again. Your Oghren example is a good one because he was a squadmate, but that doesn't mean it will be important again. Even there it only mattered to Oghren personally.
3) You never shaped your Warden's character except in your own head. You may have done bad things to Elves every chance you got, but you decide if your Warden hates Elves or is just a jerk or whatever. Without a system to track it, like a morality or Paragon/Renegade system, that really can't be carried over the way you'd like.
You took the words right out of my mouth, it is a world we're talking about. The idiosyncrasies of played characters will only ever be important to a select few of us gamers, most just play without giving personality much thought. And us few to whom it does matter will remember those intricacies anyway, regardless of it being explicitly stated within sequels.
Personality in and of itself doesn't impact the world anyway, so reflecting that in future games would be near impossible - it's their actions, not the motivations which are remembered (and given the world of Thedas is a medieval analogue with similar poor record keeping and ability to disseminate news, even those actions might not be known far and wide; recall Leliana mentioning that she would have to be more careful close to Ferelden, implying she is not known further afield). The mind and motivation of a person is only ever known to that person (in this case the player as it is our creation) - even those closest to them never know the workings of a persons mind, just look at the number of adulterers out there who's partners never had a clue for example - Thedas at large would not know why the Warden did x, y or z, only that it was done, though they may be left wondering as to their motivation.
As for the disparity between the inclusion of minor choices and the exclusion of major ones, well the Keep currently exists to service the needs of Inquisition, so the crazy beggar in the alienage with the amulet might make an appearance in it, whereas Velanna and Sigrun probably won't. I for one wouldn't want one game to reference everything from the others anyway as it would feel unnatural (for the Inquisitor to meet related people to all these things ... very unlikely). And from a production point of view, for one game to reflect every single decision from the previous two, big and small, would likely require so much storyboarding that months could be added to the production cycle and add a lot to the game size in terms of plot files and voice over. So a lot of those currently missing choices might be felt in Dragon Age 4, whilst those from Origins and 2 that will be in Inquisition might not be mentioned at all, and by then the Keep will have been expanded a lot - lets face it there's enough of us on here to make sure it happens ![]()





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