Dungeons & Dragons: Daggerdale Interview
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A.G.: What was the key factor in making Daggerdale a downloadable title rather than a full-blown retail release?
T.E.: When we first started talking with Atari and Wizards of the Coast, we started analyzing what we could do with the franchise, which hasn't had a big console offering in a long time. We wanted to make Dungeons & Dragons quick to pick up and play, but also offer that depth of character progression as people go and get deeper and deeper. That's really one of the interesting trends in video games right now -- you can get in quick and stay for a while.
A.G.: What was the most challenging aspect of working on this game?
T.E.: It's pretty much the same as the best part of this game, and that is the history of all the Dungeons & Dragons games. We've been working with Wizards of the Coast. This is the first 4th Edition game that is coming out, so we've had great partners trying to work through this design and take the spirit of the previous editions and make something new too. It's been a lot of fun, but also challenging, to look back at all the games that have come before us and say, (All right, we've got to compare to those.)