2. In Game Continuity
One of the many things picked up on Dragon Age 2 was how Hawke and his companions were pretty much stuck in one place which in turn led to repetitive enemies and dungeons. I'm not disputing that that was a bad idea. It annoyed me no end that I was still facing the same enemies at levels 15+ that I had easily bested at levels 3 and that I could be wandering the same mines again and again as if I was grinding. However, with this sacrifice of breadth came a sense of continuity and that was definitely what the team were trying to do. For example, there is a quest early on in the game where I help out a Dalish Elf boy who has a problem with bad dreams and demonic possession. I chose to help him and because of my actions he was returned to the Dalish and then later in the game, to the Tevinter Imperium where I hear he does much better. This quest has very little to do with the main narrative but just seeing how my actions early game effected later game pulls me in that little bit more. Then there's the serial killer plot that develops from Hawke trying to help out the community at the start to the killer striking very close to home towards the end. Then there's all the other minor bandits and what not who come after you because you killed their henchmen/father/ pet squirrel etc. Again, none of this was massively plot related but still made you feel as if you were genuinely having an impact in Kirkwall. Origins had this but in a much smaller way with text right at the end of the game. Which brings us to our final point.