Wired's Interview with Mike Laidlaw & Mark Darrah - Part II
http://www.wired.co....ion-interview-2
Is having a more significant challenge something integral to the Dragon Age experience?
ML: I think it's important to have scaling challenge because there are players who I feel play Dragon Age for the wonder, story and exploration but wouldn't enjoy getting their butts handed to them. We do still have easy mode -- it's not a pure story mode in that there's zero combat, but it's not super-challenging. We have normal mode, which is a lot like Dragon Age 2. That had some interesting ideas, where you had too many quite weak enemies that were one-shot killed, but that didn't quite hit what we wanted which was more like a pitched battle. If you just trade blows, there are more of them than you and they're going to win. We've always seen our games as being quite ability-driven. It's your spells, your moves, those are what really turn the tide. They're game-changers.
MD: We want normal mode to be a little more challenging than DA2 because sometimes that felt trivial. The problem there is that if it feels trivial and then you hit a boss, you haven't developed any skills for handling tough enemies. We want normal mode to teach you things, like to recognise when an enemy's telegraphing a move and you should not be under his giant club-arm, because he will crush you. Easy will be more forgiving but on normal you'll have to dodge, but it won't be hard to dodge. The team will also help. We took a look at some of the changes our guys made in Mass Effect 3in terms of how characters interact, and we thought that we could make things more challenging but also keep them fair with things like telegraphs. They also go faster on the higher difficulties. If a guy roars and holds his arm up for a couple beats on normal, on hard he just goes "wham!" and you need to be dodging as he lifts. You can't afford that wait.