Are there structured player classes in the game? Previous versions of the game were classless and you built up the skills that you used the most, are you changing that system at all? Why did you make the changes you made?
We aren’t discussing player classes in detail just yet. So far, we’ve shown two—the Guardian and the Archon--–and I will confidently tell you that those two complement each other extremely well. We are planning unique playable classes that offer many opportunities to play style hybrids.
Will Dungeon Siege III support drop in/drop out multiplayer? What is the maximum size of the party? How does the game scale difficulty when people drop in and out of the game (tougher AI, more monsters, more hit points, or something better?)
DUNGEON SIEGE III will be fully co-op multiplayer from start to finish.We’re very excited about the drop-in/drop-out functionality. One of the strengths of the game is the ability to take control of a party member seamlessly, without any interruption of gameplay, and return control to the AI in a very friction-less manner.
Safe to say that there will be post-launch DLC for the game or not? Are there certain milestones you have to hit to work on DLC or do you have some that is already in development?
DLC is an important element of the DUNGEON SIEGE III product. We have designed the engine to accept DLC, however, we aren’t discussing specifics at this time.
Anything we missed that you think is important?
We hope you enjoy the game and that you look forward to exploring the world of Ehb in Dungeon Siege 3. Thanks in advance for your support on this title!
We'd like to thank David for taking the time to answer our questions as well as Brandon and Matt for coordinating the interview.
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