RPGWatch: Mysteries of Westgate is set almost entirely within the city of Westgate itself. Alan, in a recent interview you said Neverwinter in NWN2 lacked interaction and had a "western movie billboard" feel, which I can understand. In practice, what are you doing to make the city feel more alive and complete and what sort of interaction are you looking to include?
Alan Miranda: I did indeed say that. We include several kinds of interaction for players. Firstly, we've added some ambient NPCs that you'll meet on the street who have a lot of character. Some are just for colour while others perform a service, like the merchants in the cluster of tents in the Market Triangle whom we wanted to be more than just functional item dispensers. You're also likely to encounter the greedy hands of the thieves of Westgate, and may find yourself pickpocketed by someone and subsequently chasing after them down the street attempting to get your money back.
Secondly, buildings aren't just a backdrop in Mysteries of Westgate, so you'll be able to enter a number of optional ones that have nothing to do with the critical path, and meet the occupants within, some of whom will be rather perturbed to see you. There are also interactive objects scattered throughout the city that players can simply have fun with. It's all part of our goal of giving people more things to click on, because that is what our development team (as players) would want.