Question. Are these locations actually going to serve any purpose?
Very much so. SoW is more "urban" than many RPGs, ie it isn't the case that you go to the city, get quests, then go out to the real adventure areas and do some stuff, then go back to the city and turn in the quest, etc etc.
The city
is the adventure area. These are the main areas where you do things, where you interact with factions and NPCs and get caught up in the politics. I have always vastly preferred urban adventures to any other type, SoW reflects this.
The best example I can give you of similar "uban adventure" design is Sigil in PS:T and the city hubs in Bloodlines. Exploring those cities and interacting with the denizens was great fun, it certainly didn't feel "purposeless" to me. If anything, I wanted MOAR. So the main city hubs in SoW (Korrinport, Tyver, Endhaurvar) is where I put most of my focus.
It's also more efficient, art asset wise, to reuse areas for multiple plotlines and quests. Cities are perfect for this. :D
Maybe I'm just a simpleton but I got more enjoyment out of say Darklands with it's music, a pixelated watercolor and my imagination than I have any attempt at visual representation.
I agree though, they were very good
As I understand it you are making this game entirely by yourself.
I am curious as to what your engine and toolset is and what your content pipeline is like.
Yep, I am. Although I buy art/sound when I can, where appropriate.
I use the
Torque Game Engine Advanced. Content wise, Torque has a built in scripting engine and WYSIWYG editors, to which I have added a number of RPG-focused enhancements. For art I use 3DS Max and Photoshop.