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Hey Ragnar! I love The Longest Journey as much as I love saying your name. It makes you sound like a viking wielding a quill. So here's a question, and I don't actually know if you're far enough into preproduction to know the answer, but what the hell, right? Even though the Original Longest Journey used 3D character models on prerendered 2D backgrounds, that game felt dense and detailed and expansive. Though it was a linear adventure game, it was still really fascinating to explore and examine every object I could in Stark and Arcadia. But when Dreamfall was released as a full-on polygonal game, it became clear how the production requirements of a more "modern" game could unintentionally take away from elements of the older game I liked. Though Dreamfall looked great visually, it always felt more contained and linear and less detailed that its predecessor. It's possible I'm looking at the game through rose-tinted goggles, but I always got the sense that the realities of modern game development wasn't really compatible with the best elements of the adventure game.

With an independent studio and funding from individuals who WANT you to make a classic adventure game (Kickstarter backers and, well, yourselves), you certainly don't have any excuse to not try to make the pure, uncompromising sequel to The Longest Journey that you wanted (and let me be the first to say that you guys and gals really really REALLY don't need to include a combat system in this new game. Don't worry about it. It's totally fine.). But do you think the technology has come far enough to realize the kind of game adventure game fans want? Will your team have the resources to make a 3D adventure game that's as detailed and dense as the adventure games of old? Or do the realities of polygonal game development make the creation of expansive and intricate environments more difficult to create (especially for a small team)?