I would be curious to learn how those areas are created. Are different narrative groups working on their zones (zone1 - Grove, zone2 - forest, zone3 - goblin camp etc)? That would explain while they feel so seperate in spite of having open world structure.
If that is the case, they could have defined some basic connection (like Helsin being imprisone on the map) and perhaps they will polish and merge things during later story passes.
I didn't give it much thought before OP started this topic - the game, like D:OS2, feels more like a themepark then a narrative experience. A "Why the hell not" kind of an attitude, rather then a consistant worldbuilding.
Last edited by Wormerine; 13/09/21 03:59 PM.