I went into the game totally blind and made it all the way to the end. I made an alt game for multiplayer and noticed the origins similar to DOS:2 where you can play as the characters and saw Wyll there. I looked him up and found out I completely missed him despite him living through the goblin attack. I thought he was just this flashy NPC who blows the horn and jumps down as an awesome setpiece moment and nothing else. And then I found out it's possible (and even probable) that he dies right there! Every other NPC gets a very-easy-to-trigger cutscene that's automatically in your way as you explore, and then Wyll not only lacks that, but is the only character that can die before you talk to him through no fault of your own. It's so inconsistent and I feel it could stand to be fixed. It would be really simple too. Just do a similar cutscene to the others after the goblin raid where he approaches the party and thanks them for the help.
I agree and disagree with this, so I personally know when I did the grove front gate encounter. Didn't pay to much attention to Wyll when he made his grand entrance because EVERYTHING was new and chaotic at that moment. If they really want to make you focus on Wyll, should do a
extreme close up when he makes his grand entrance. During my multi play the two people I played with that was there first play through. They walked passed Wyll completely and stuck to the main mission. Generally in multiple people groups I wonder how much npc interactions people will get compared to single player and the possibility to completely miss content because they are only doing multi.
Crpgs or rpgs in general, you need to talk to npcs so you do not miss anything. So for example in Dragon Age Origins, it was completely possible to miss your dog cause it was tied to a quest related to the kennel master off to the side. Sten also because he was in a cage where you have to go and actually interact with him.
Over all, personally I'd say it's your own fault for not playing the game and rushing.