Is there much overlap between the inXile team on this game and The Bards Tale?
BF: We’re the same company, and there are a lot of the same guys for sure. But The Bard’s Tale is such a different game, for sure — and much different technology, of course. We were feeling cheeky, and thought we would do something that poked fun. We’re back to our more serious roots on this. So the tone is very different — what are the goals or principles you set out to achieve with this new game? BF: I always focus very heavily on sensibilities, why products exist. Going back to Fallout, there were distinct reasons why those games were what they were. The first goal here was the great dungeon-crawling experience of yesteryear, bringing that back. There’s a sense of wonder of slowly going through the dungeon, looking around, finding secret doors — it’s that experience, in a beautiful setting. You can weave a great tale, but it’s what happens along the way to the player that matters. In a lot of games there’s a bad guy, and you just hear about him, and then at the end, you fight him