The first area that I wanted to solve is two-fold:
1. A sense of fresh locality and exploration
2. A world that would continue on, but with interesting variety
The second edition of Saint is still story driven. The story picks up largely from where the Immagickus left off, but then carriers the player in yet another quest to rescue Julia from herself. The true beauty of what I wanted to solve in TRS2 is the ability for the player to feel that sense of wonder and exploration that comes from being in a consistent, self-contained world.
TRS1 is fairly close and the world shifts about as the player completes quests. What happens to Harvey is one such example. I really wanted to revamp that idea a bit, using the Tome of Immagickus as a tool to making that happen.
The sense of exploration is the big rub. I love that feeling of "this is new, no-one else has been here yet" that one gets from games, especially the new ones. It's like the smell of a new car, the run from Kelethin to Qeynos before PoK, or forgetting that midnight was four hours ago in the matrix-colors of Smaug. Fun days there and, since I can't quite find a title to give me that experience, I'm going to try making one... again. :)