At a (relatively) recent press event in Edmonton, Alberta, Canada, I got a chance to play about four hours of Dragon Age II and to interview a few members of the development team. I got fifteen minutes each with lead designer Mike Laidlaw, lead writer David Gaider, and art director Matt Goldman.
After transforming — as if by alchemy — twenty pages of transcribed audio into eight articles and almost 8,000 words. I’ve wrapped up my pre-release coverage of the game for Destructoid. It’s probably the most extensive project I’ve ever done, and I’d be lying if I didn’t say I wasn’t proud of it, dozens of angry comments notwithstanding.
I did a traditional preview. I asked about downloadable content and the internet’s collective backlash against the game; and about changes from the original, especially its art and story structure and new morality mechanics. I learned about how BioWare used it’s player data to refine its development process; and under which lineage Dragon Age II might fall.
I’m not sure if squeezing blood from a stone is a marketable skill, but it’s almost certainly been done here.