vilnii wrote...
No Divinities -
Maybe it is just me, but I have always felt that mortals by their very nature always aspire to become gods. As a result there a certain tension in that relationship which makes for a lot of good fantasy stories. Even the Faith concept the game has going is rather unconvincing. (For instance what do apostates or folks who do not accept the Chantry have faith in?)
Whereas I question the status of a "god" in a setting like the Forgotten Realms to be simply a very powerful being, neither omnipotent nor omniscient. Indeed, the mere fact that they could have stats assigned to them removed any mystery for me... and their existence thus quantified meant that no actual faith was required for their worshippers.
Faith, after all, requires an element of uncertainty. You have faith because you have no proof. Faith can be argued... whereas certainty cannot. The followers of gods in the Forgotten Realms don't have faith. They worship and serve these beings, but the idea that these beings actually inspire
belief is, to me, far more unconvincing than the alternative.
And while mortals may struggle to become gods, I'd rather that be a figurative struggle than a literal one. A "lot of good fantasy stories" may include such things, but they certainly don't have to include
everything. I'd rather have a setting that determines exactly where it sits rather than a mish-mash fantasy world where anything goes.
No Divine Planes -
The closest DAO came to this was the Golden (now Black) City in the fade. No one knows if Bioware will ever explore it. But other realms of existence are the stuff fantasy is made of.
Again, this sounds like a reference to the Forgotten Realms (since you called them "planes" in particular). In my experience, alternate realms become "let's do this kind of fantasy today"... which might work for a fantasy realm where you want anything to happen, but isn't what we're doing. There is plenty of fantasy possible without it needing to resemble D&D... fantasy settings everywhere do it all the time. It's not particularly limiting.
classes -
Why were class options so severely limited? There is nothing resembling a Monk for instance. Why does every living being in Thedas have to come under Mage, Rogue or Fighter? Bioware might be able to fix this by expanding the specializations at some point though
All these limiting features just seems counterintuitive for a franchise that is supposed to be long lasting.
So in order for a franchise to be long-lasting it must resemble D&D? Interesting thought. We may expand our specializations in time, sure, but again I don't see the branching class structure we have as being particularly limiting. Maybe you'll be interested in seeing the changes to the system we're planning for DA2, I don't know.