According to Fargo in an interview with Rock, Paper, Shotgun, “The levels are all fundamentally in, and all we’re doing is sitting around all day saying, ‘What about this? What about this? What about that?’ We watch people playing the game, and they come up with a clever way to do something, we want to accommodate that. That’s why with role-playing games, we can do difficult puzzles. It’s not like an adventure game where you hit a stop and you’re just done. I can level up and get around something. Brute force it. Blow it up. Find another route.”
Much of the effort has been going into making choices have an effect on the game world, and some of them might even cause whole areas to become inaccessible. “On the biggest level. there will be areas that will be completely different. Gone, destroyed. There’s not one just like it to make up for it. It’s just gone,” he explained.
Fargo added, “I’ve felt the pressure of this since the beginning and I’ve just pulled out all the stops to make sure that it’s hit every single point that anybody’s going to want to see in these classic games. But not to let myself get locked in the past. I’m not trying to re-create what it’s like to be in the late ‘80s or early ‘90s.”