Space Siege Q&A

Space Siege lead designer Mike Marr took the time to answer several questions about the sci-fi action RPG over at GameSpot.
GS: Space Siege seems like a more story-driven game than the Dungeon Siege series--how will the story unfold throughout the single-player game? Because Space Siege seems to be looking to include some of the same kind of addictive hack-and-slash gameplay as the Dungeon Siege series, how will the story be incorporated to draw players in without distracting them from chopping down bad guys and picking up all that wonderful loot?

MM: For Space Siege, we devoted more time and effort on delivering an engaging story than we have in the past. That said, I really wanted to deliver an experience that didn't bog the player down in dialogue; spending hours listening to throw-away characters drone on about their petty problems has never intrigued me. So in Space Siege, we focus on telling a singular story with several minor themes, and more importantly, we never stop the player during dialogue. You're free to roam about and continue normal gameplay while the story progresses.

So I'd say the game is more story-driven and less distracting than the Dungeon Siege series. As for dialogue choices...those are performed through the player's actions during the game, not through navigating a dialogue tree.