1UP: So while we're talking about development resources and decisions, I have to ask: Can you also explain the process of why the dungeon assets seem to get re-used a lot? That is one of the more prominent and universal sticking points from both reviewers and consumers.
ML: Absolutely, and I think it's a fair critique, and it's not one that I'm going to leave unaddressed, frankly. What we ran into was the situation where we had the ability to have more plots, more content, some side stuff that we knew would be optional, but we didn't have the assets to create entirely new levels for. So we took a long look at that, and said, "Is it important to have more content in the game, or is it important that the content be 100-percent unique?" So we tried to strike a balance, and tried to evaluate a good way to use this. I think the one thing that caught us a little bit off-side was, with the caves having much more interesting features than just "generic cave with left bend," -- you know, having things like collapsed or old masonry and so on -- is that end up probably creating a larger sense of repetition than we thought would originally occur. And the end result is something I look at and go, "Okay, I think that is a shame, and that is a fair critique, and something we can easily address in the future."