we are removing a little bit. There was a state of the project where we felt we had overdone the mountains and it was too rocky. It made it feel too claustrophobic sometimes. So we went through and de-rocked the world. How do you create the different towns and areas and give them all unique feels and cultures? We have a big team of artists and designers and we started with coming up with the world map. Then we talk about how each particular group in the world would live. And then that goes through a series of concepts artists, who will draw lots and lots of images on how those people live. We discuss it, and then that goes to 3-D artists who build it. Once the space is built, during that time, there is usually a designer who is writing up a site guide--they write the names of all the people and what they do during the day, where they go to eat, and what their job is. As that area is being built, designers are going in with our custom tools and making those things happen. It's like playing house in a big virtual world. Which is more important, building this logical world or creating a location for gameplay? It's a bit of a mix. The world does come first, and there are lots of ways to make gameplay in things. And once we decide this is good gameplay, there are various ways to drive players toward