Interesting little tidbit of info:
http://www.ign.com/articles/2014/11...e-inquisition-started-out-as-multiplayer-only
It seems to me that DA:I resulted from the fusion of three projects: The multiplayer DA game, the cancelled DA2 expansion, and DA3. Even if the latter wasn't announced at the time of the expansion's cancellation, I suspect they had probably already started work on it.
What's interesting to me is whether the multiplayer game merely contributed the tech, or whether they also transferred some of the assets that were developed. For one thing, a lot about the landscapes in the videos remind me of MMO's and Amalur (another quasi-open, if territorially contiguous, RPG with MMO tech roots) and for another, it's never a good idea to revisit past and not particularly interesting locations in a franchise. Ferelden was pretty much Dullsville in fantasy terms.
Unless…the stuff was already there for another kind of game and difficult to adapt / use for another location. Waste not, want not.
So: Perhaps a lot of the Ferelden stuff came from the multiplayer game, and the Orlais stuff, I wonder, may originally have come from the cancelled expansion (‘DA 2 exalted march’, Biospeak for crusade). Anyway, just speculating…
Regarding the whole question of designing a sandbox / open world game, I’d like to point out to this article from late last August:
http://www.hardcoregamer.com/2014/08/26/how-just-cause-2-redefined-open-world-games/100297/
I’d like to quote the following paragraphs:
During Just Cause 2’s release window, players were still hooked on city sandboxes like Grand Theft Auto IV and Saints Row. Series like these were becoming bigger and bigger… maybe even too big. getting around the city and completing tasks became an exercise in micro-management. All of the dead air between missions made those huge worlds feel oddly confining.
Just Cause 2 isn’t the first game to reject that ideology, but it is the game that most embraces the essence of sandbox design: freedom. Just Cause 2 cuts out narrative complexity, streamlines navigation with its grappling hook and parachute, and makes its side-quests feel rewarding rather than distracting. The main quest is far from the most important part of the game.
Anyway, regardless of whether DA:I is a great game or merely okay, it’s going to be interesting to see how BioWare tried to solve the problem of marrying an open world with a strong central narrative, and compare this to CDProjekt’s work in The Witcher III.
Like Unlinked, I'm not too optimistic, but I'd love a pleasant surprise
Edit: Agree on the lack of Origin stories, but Bio admitted long ago that these wouldn't be in the game. A pity, because in principle these are an excellent way of introducing new players to the world and existing players to new or little known aspects of the world. I don't think DA:O's origin stories were all that great, but they were interesting and full of potential in future installments. Maybe another RPG studio will pick up this great storytelling / tutorial mechanic.