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"One problem the team did have to tackle was maintaining Inquisition's simultaneous development across five platforms, including two console generations.
"We established fairly early on we would maintain gameplay parity. Visually, obviously, we knew there would be differences - if there wasn't then we'd have severely missed our mark. PC is a powerhouse now, PS4 and Xbox One have the benefit of a decade of hardware development." The PS3 and Xbox 360 in comparison have "memory limitations", Laidlaw continues, but sometimes the limitations lead to new ideas.
"Yes we could have had more enemies on screen, but instead we were able to think about how we could have enemies that work together - buffing each other, for example. Was there a potential for us, if we went beyond Gen 3, to go further? Sure, but we have to build a game that we are able to ship in the box."
Sections of the game were adjusted as a result, as it became clear that some ideas were not going to work as originally planned. A version of the game demoed at PAX Prime in 2013, around a year before the game's final release, showed hints of a war simulation system, where players would have to focus on building up and maintaining military strength around their captured keeps.
"We had to do some changes," Laidlaw admits. "That was something where we had a good working prototype but we hit a snag due to the technical limitations on it. Having multiple forces fighting works fine on PC but you end up in a situation where having realistic-feeling war on the older consoles is exceedingly challenging."
The game used to feature more environmental destruction, too, and a greater number of options for solving missions. Boats could be burnt and bridges collapsed to affect the strength of enemy forces. These items were cut based "a little bit [on the last-gen] platforms, a little bit about the flow of the gameplay," Laidlaw adds. "We didn't want to build a military campaign simulator and have one zone riddled with that but others that don't have keeps be different - we wanted a consistency across the game.
"So it was about recognising the things from playtests where we realise we can almost do something but it does fall down at a certain point. And we did reuse some of that - for example, when moving the trebuchets in Haven - so we didn't throw 100 per cent of the systems out.
"But do we have a hunger to revisit those systems and explore them? Absolutely. Environmental interaction adds a mental level to the game where you feel like the world is more responsive and aware of your actions - where you can, for example, accidentally set something on fire.""