Games should take advantage of feedback and using it for DLC changes and sequel changes. I feel BioWare does this from game to game already, and its the reason that some companions have achieved the prominence and romance options in the games that they do because the players strongly responded to those charactersand Ill be blunt, we as narrative designers have no idea how a characters going to be received, and breakout characters we envision may end up not being that at all once the game is released into the wild.
Most importantly, game development is an iterative process. Our goal is to entertain our players. No one knows more about what they consider fun than the player themselves. While you cant please everyone, there are iterations that make sense to do in DLC content and sequels. As a case study, the DLC process from Fallout: New Vegas allowed us to collate all the weapon feedback from FNV and adjust it, and it also allowed us to take a long look at what gameplay elements and mods people were making for New Vegas and incorporate that into the narrative and quest lines. The best example is we noticed that people were making a LOT of homebase mods. So, we designed a good chunk of Old World Blues to specifically revolve on you making a new homebase in New Vegas with all the improvements people were pointing out. Even better, we were able to make it part of the story and the characters. Everybody wins, and people seemed to really enjoy it based on the fan (and press) responsebut the catch is, we never would have thought to do that without analyzing the fan response and taking that into account.