Eurogamer: What about game mechanics, what haven't we seen before?
Dan Tudge: I can't really go into the full details, but a subtle Origins example is something that I found very emotionally compelling. I was playing one of our origins stories and I actually had a situation where I had a very, very close friend within my origin… And to become a Grey Warden I had to make a difficult choice and had to leave my friend behind to what I felt was certain death. Playing through the game several hours later, I was actually doing a dungeon crawl underneath the city and I came across a prison area, and one of the individuals in one of the prison cells was my friend that I left behind, and I was actually elated because I had the opportunity to actually save him. Now I had picked any other origins he would have been some non-discreet player, but to me he was my friend. So it's a very subtle thing but very emotionally compelling.