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RM: Like Dragon Age! We are taking the features of Neverwinter [nights], including online multiplayer and content creation, with the kind of single-player story arc from Baldur’s Gate, and combining those together.
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RM: There might be some of each. For instance, with Dragon Age--the first iteration of it, anyway--we’re focusing on making it the most ambitious PC RPG we’ve ever done at BioWare. It’s a franchise we own, so there will be other versions that will be on other platforms. And there are other titles that are designed for a console. We certainly want to support our PC audience in the future too. We’ve got both a console community and a PC community, and we recognize there’s overlap between them, but we also recognize that there are design preferences that are different between the two. The interesting thing is that with next generation, [hardware platforms] are evolving together, but they’re also staying separate, so we want to make sure we accommodate both audiences and make games that are going to be seen as platform-defining games, no matter what platform they’re on.
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GS: But it’s safe to say that Dragon Age will have a toolset that players will make modifications [to], as well as other content, long after the game has shipped.

RM: That’s one of our goals, yes. It is the spiritual successor to both Baldur’s Gate and Neverwinter Nights, so it’s got to have some of the best features of both.
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