Mark Darrah, who worked on the first three Dragon Age titles as a producer or director, has stated that he agrees with a common sentiment among long-time fans: the Fade in Dragon Age: Origins is not a strong part of the game. In a TikTok video, Darrah responded to a question about what he would add or remove from each Dragon Age game, identifying the Fade as the primary element he would alter for Origins.
"It's not good content," Darrah said, referring to the Fade. "It's kinda filler." He suggested that the section should either be entirely cut or broken down into more manageable segments. The Fade is a segment within the Broken Circle quest where the player character, the Warden, is pulled into a dream world by a demon. Separated from their companions, the player must gain shapeshifting abilities to navigate the dreamscape and progress. This sequence is known for being lengthy, challenging, and isolating, leading to a divided fan reception.
Darrah also expressed a desire to include an Avvar origin story for Dragon Age: Origins, noting that while it would have been too expensive to implement, the Avvar are a human group he would have liked to feature more prominently. The Avvar are a recurring element in the series, notably appearing in the Jaws of Hakkon DLC for Dragon Age: Inquisition.
His suggestions extended to other games in the franchise. For Dragon Age II, Darrah proposed a change to the game's climactic choice between siding with the mages or the templars. He argued that regardless of the player's choice, the narrative outcome leaves Meredith, the Knight Commander, in the right, as the First Enchanter Orsino succumbs to blood magic. Darrah suggested that if the player sides with the mages, the confrontation with Orsino should be avoided.
Regarding Dragon Age: Inquisition, Darrah focused on the game's pacing and structure. He indicated a desire to cut down on certain areas to reduce the game's overall size and to modify the power mechanic, which gates story missions. Darrah suggested that lowering the power requirements for these missions would improve the game's pacing, implying the mechanic was implemented for less than ideal reasons.