During a visit of the local Gothic II forum, Mike Hoge (Piranha Bytes) disclosed the following information about GII factions and towns:
"There are 3 factions in GII, alright. We chose to have three because it worked out well in GI. I think 3 is ok - considering the amount of work for each faction (modeling, dialogues, etc.) and the number of choices to define your guild it is, imho, sufficient. We did not, however, build 3 cities, and that's it.
Just a brief overview:
One of the factions is the city. It has a harbour where the ships from the mainland arrive. The royal paladins have arrived and taken control of the city. Their mission is secret.
Next, there is the big farm. There is a kind of civil war forming up in the kingdom. The farmers always had to feed the royal armies, but the king did not succeed in driving the orcs back to their caves, so the biggest [not the most successful...? ;-) - Ed.] farmer on the island hired mercenaries, who (after the barrier was gone) were looking for some kind of employment, anyway. With the help of the mercenaries he drives the royal troops away from his land - so they aren't able to feed their armies from his farms...
Next, there is a monastery in the mountains. Innos, God of Light and Truth, is worshipped there by the magicians of fire, who (in the "normal world") are mages as well as priests (they say magic is a gift from the gods, and they kind of legitimize themselves with their magic).
All 3 factions have different relationships (like in G1) and you will be able to join ONE of them (like in G1). - This concept turned out to be cool, so why change it? More camps? More complicated story? A bigger company with more people to handle this? I don't think so..."
Thank you, Mike :-)! |