Seagloom wrote...
@Magnum Opus
That was an interesting analysis. I phoned it in with my post, but I agree with a lot of what you wrote.
Is one of the things that kind of irritates me about game design sometimes, all the "retconning" that goes on. I know there's a certain amount of artistic desire on the part of the writers and designers, but a setting could be so much more compelling in a sequel merely for the fact that we've been there before and recognize it as what it was.... WITHOUT it coming across as nothing more than a cost-saving, cut-and-paste measure. The devil really is in the details... or in their lack.
Ultimately, I suppose, that's what convinced me NOT to get DA2 right away: Lothering in the demo was Lothering in name only. No tavern, razed to the ground. No great tree on a hill just outside town, uprooted or withered. No windmill, no Chantry, no Bridge over the river Banter... just a series of canyons that could just as easily have been on the moon as Lothering. It convinced me that the setting in DA2 was most likely going to be an exercise in wasted potential, and while Bioware isn't really known for creating worlds (as opposed to characters, though as mentioned, a well-creafted setting can attain many of the trappings of a character), I'd had higher hopes for DA2 given that it was a one-town game.
Kuldahar was a town that got it as "right" as I think I've ever seen it, and that alone is an impressive feat of game storytelling in my book.
Dang, now I've got me a hankering to play the IWD series again...