Chris: One thing I want to follow up on is this thing about relativity. This game is sort of the opposite of God of War. I remember first playing Dungeons and Dragons and counting copper pieces just to see if I could afford more rope, where an apple is a big deal. Eventually things scale up and youíre godlike and you kind of lose all context or sense of perspective. I enjoy it more when itís down to earth, like how many pots of oil do I have for my lantern and can I afford to throw one at that guy over there? We folded that into this paradigm where you look at everyone in the town. A farm kid might be really strong, so you think he might make a good fighter. They go on an adventure and find some gold, and thatís a big deal, or a sword, which is great because youíve been using sticks. We like keeping it where the creatures are your standard folklore creatures Ė giants, trolls, maybe a dragon here and there Ė but staying at the level where you get attached to your characters, really counting every little resource you have.