Naast alle technische praatjes die we tot nu toe over Dungeon Siege hebben gehoord, schreef GameSpy een artikel over de wereld en het achterliggende verhaal van deze game.

In een interview met Neal Hallford, één van de schrijvers die binnen Gasworks Studios verantwoordelijk is voor het script van Dungeon Siege.GameSpy: In creating the history for Dungeon Siege, what were some of the factors you absolutely wanted in the storyline. Were there other factors that you wanted, but didn't get in? If so, what were they?

Neal Hallford: The most important thing I was after was a storyline that keeps players moving forward. These days it seems like so many game plotlines just keep people ping-ponging back and forth between two or three locations, and frankly that's not very interesting. If players have been there, they've done that. Let them do something new. When you're dealing with gameplay, you want to live up to the spirit of the original Star Trek series and boldly go where no one has gone before.

De tekst bevat helaas wel een aantal enorme spoilers, dus wanneer je nog redelijk verrast wil worden, kan je dit artikel misschien beter laten liggen.