RPS: How long do you think a run-through of the mega-dungeon will take?
Brennecke: I don’t want to say, but it’s probably going to be hours and hours?
Adler: It’ll be pretty beefy.
Sawyer: My direction for designing it has been that the ramp in difficulty goes up faster than you can level while in it. [laughs] So I kind of want the player to hit… You go through, you go down a couple levels, then you go to the next level and you’re like, “WHOA! Okay!” Either it forces them to get really serious about tactics, or they’re like, “You know what? I’m gonna go out to do some more quests, come back, and go deeper down.”
RPS: So it’s something you work through gradually.
Sawyer: Yeah. And we’ve come up with some ideas for mechanics that encourage continuing to return to the dungeon, so that it becomes kind of like a cyclical thing. You go down for a while, you back off, you deal with some things, and then you find a reason to go back down.
RPS: Is there a story surrounding the dungeon? Something huge and labyrinthine like the dungeon itself?
Sawyer: Yeah, yeah. You’ll start to learn [that there's a lot more to it than you first suspect]. Initially it just seems like a cursed, abandoned place. The Glanfathans warn people away from it. But they kind of say, “If you wanna go buck wild in here, it’s your funeral. Go down in there if you want.” As you go deeper you start learning more about what it was and what it is now and what’s going on in it. There’s a mystery. It’ll be a fun mystery to solve and get to the bottom of it.