I know with Mass Effect there’s been a lot of talk about how, going from 1 to 2, you can take your save game with you and all these hooks are built to make your decisions matter. Is that something that’s also in the plan for Dragon Age where what you do there is intended to carry over?
We’re not really talking about that at the moment, but yeah, certainly this is a world that is going to continue to evolve and we’d like for the choices that you make to impact that.
One more question, specifically about the PC release. That was originally intended to be a spring release and it was delayed to come out at the same time as the console versions. Has that helped the PC version?
It absolutely has. I didn’t expect it to. I expected us to largely put it aside. But the game today versus the game had we released it in March, it is a markedly different and better game. [One member of the Bioware team later told us there were some 60 new quests in the PC version that weren’t there last March.]
Can you name any specific ways in which it’s better?
It’s mostly balance and polish stuff. Nothing huge. The feature set largely stayed the same. Just the polish level came up. We improved the way archers worked, specifically, to make them a more playable class. Largely it’s been surface level and polish level things.
Todd was then hustled away to get ready for the next interview -- we'd like to thank Mark for talking with us.
Part II:
Lead Designer Mike Laidlaw
Part III:
Bioware co-founders Ray Muzyka and Greg Zeschuk
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