Instead of winding up in a stupid cave after the natives attack the caravans, we could've been abducted by them and then met Eder in their encampment, trying to escape together. This could've been a Raedric's style map where you have a variety of ways to go about escaping. When you do it, it's a no-brainer to travel with Eder because he's a local and knows what's up, he tells you that Raedric is looking for recruits and, having no other choice, you go to Gilded Vale to meet him. He tells you about the problems in the land (he still hasn't killed his wife) and letting you in his employ maybe on the condition you take what's-her-face's, his animancer in the basement, "apprentice" (Aloth) with you. Much better opener and one which isn't full of contrivances at each corner.
Your post should be sent back in time to Obsidian's office in 2012.
No matter how you look at it, the opening to Pillars is weak. It's not memorable and save for Thaos' brief appaerance in the end it has nothing to do with the rest of the world. The caravan was, from what I remember, just random people emigrating to
America Dyrwood because they wanted work. The faction of native elves protecting the ruins never featured again from what I recall. The biawac soul-storm was just some random thing that happened once, wasn't it? Then there's the temporary companions that was a really dumb move. And the generic lizardmen trash mobs that had nothing to with the main plot whatsoever.
Deadfire's opening is equally baffling. They should have let the player loose with a ship to instantly explore the world map (the best part of the game), or started off the game on an island with some tutorialization before reaching the ship.
Instead the player starts in the afterlife(!!!) and is barraged with lore, before waking up on their ship and gets hastily thrown into a combat tutorial so lackluster it fails to explain anything, after which the ship crashes and the tutorial island starts.
The pacing is terrible. Why do we start on the ship if it instantly crashes? It's not Mass Effect 2 where returning players would recognize the Normandy. The iconic moment of seeing our ship for the first time never happens because we already start on it, and when we later repair it and push it offshore the triumphant moment just feels weird.
Imagine if the game had started on Tutorial Island, where you're shipwrecked or dumped or just stuck. Then you make your way to Port Maje and in the harbor you see your ticket out of there - the Defiant, a ship you then proceed to buy/win/steal.
It could also be tied to the factions where the Vailian Trading Company would give you the ship for helping them deal with the Principi, or having the Principi help you steal the ship to fuck with the Vailians. It would have been much more fun to both play and replay than having to do a generic dungeon where you reach out psychically to
Dr. Manhattan Eothas who couldn't give a single shit about you (feeling's mutual).
Compare either of these opening hooks to FONV where Benny just shoots the player in the head. BANG. Strong. Simple. Memorable.
My suggestion is to abandon the PoE brand. It's worthless. Start fro Scratch, get a pre-implemented ruleset like OGL and write good stories. But yeah, who am I kidding.
Agreed. I liked both games, but I have no interest in the world. I disliked the god nonsense in the first game, and was tired to death by it by the second game. The whole animancy/soul incarnation business is just confusing and I would have problems trying to describe this - the heart of the setting - in simple terms to someone who's never played the game.
The good parts, which are the factions, universal character death and PC platform focus, can be replicated in any other setting. Edér is a bro but I would be hardpressed to describe anything of significance that he's done or experienced beyond "uhmm he took a puff from his pipe once".