Kotaku held a Q&A with Bioware General Manager Aaryn Flynn, creative director Mike Laidlaw, and executive producer Mark Darrah.
Excerpts from the Q&A:
…In the end, everyone is entitled to their opinions. That’s how it should work. We’re in a lot better place nowadays because for everyone who is exceedingly negative, we’ve got many more who are positive, supportive, and appreciative. Doesn’t mean we aren’t still trying to improve, and it doesn’t mean negativity no longer hurts. But I feel better about the situation, and want to keep the momentum going.
One thing Jaws of Hakkon experiments with is integrating larger stories into the more open world space. The one environment, for instance, has roughly three times more “story” (as in, word count) than the Hinterlands, because we wanted to see what expanding beyond smaller sideplots while still keeping the player moving around an open space would look like…
The DAO levels were built twice. Once for Tac Cam and once for over the shoulder. This isn’t a practical system. In DAI its [done] procedurally. We are looking to improve it more in future titles.
Read a lot more on Kotaku [here].