Was it a conscious effort to get Square Enix's involvement on the narrative? Because they did SupCom, didn't they?
CT: They have a desire to drive the story agenda, so when we're sitting there looking at how we're going to do production you have to look at how much you're going to put into each bit of the game. You only have so many resources to work with. So what I do is start with gameplay mechanics, I'm guilty of spending disproportionate amounts of the budget on spending mechanics, then I do graphics, then something else and eventually get down to story.
They take the story and say 'you're going to spend a lot more on the story than you typically would if you were left to your own devices', that's where their core influence operates.
NC: We've been guilty of spending too much time on story, that's where it's helpful to have Square and Chris' feedback. It's something that has been very important to us on Dungeon Siege, story is important but it can't drive everything. Core game mechanics need to be important for a successful Dungeon Siege game. We need to have controls that work well, the visceral moment to moment gameplay in Dungeon Siege are so important so the controls need to be great.
It's the opposite thing for us with Dungeon Siege, we're trying to get the core mechanics perfect, but obviously story is still important to us.