A few years ago, you said you had an idea for a Star Wars RPG set during the Empire era. Could you tell us more about it?
You said on Twitter you were involved in the preproduction of Tyranny. How much of it will be shown in the final game? Was this involvement only on the design documents level or will we get some of your writing in the actual game?
How much, if any, of your actual writing is in Wasteland 2?
The environmental descriptions in the Ag Center, were they your work or Nathan's?
How is it like working with Larian? How is it different from working with Obsidian or inXile?
How much are you interested in Japanese culture? Do you have favorite Japanese movies or anime?
What part of your work that was cut was the most difficult to let go of?
Could you please tell us how work on the project [Van Buren] is going?
Fans really want an RPG with MCA as lead writer again. Will that ever happen? Even if it means working for Larian, inXile or any other company that shows interest?
What would a company need to offer you to join them?
You said during the conference that you're working on an unannounced project to be announced later this year. Is it an RPG?
What work of fiction you have experienced in recent months has inspired you the most, and in what way?
What do you think of the approach of games like Dark Souls or Divinity: Original Sin to storytelling?
What's your dream project? Do you think you'll ever realize it? On the same note, hypothetically, if you didn't have to worry about financial returns, what game would you make?
How often does your feedback actually influence the final outcome of a game?
Are there themes you do not include in your writing for fear of pissing people off?
What is more difficult for you? Creating concepts, like who is this guy, what are his motivations, his personality? Or doing the actual writing, bringing individuals to life with words?
Which of your famous characters have ended up going in a different direction?
Creating stories you always have some ideas and motives in mind. How often does the audience misread them? Have you found any surprising interpretations of your work?
When you're not the lead designer on a game, the parts of it you're working on have to fit with somebody else's vision. What challenges does this pose? Have you ever found yourself complying with a vision you didn't like?
What concept would you most like to explore in a future project?
What concept do you think is overused in RPGs?
You come across as a very humble guy, always good-willed towards others. Were you always like that, or is it something you learned during your life?
You said on Twitter that you were going to work with the Fallout IP at the source. What did you mean?
In a cut ending for Torment, there's a movie showing the Nameless One waking up in the mortuary without his memories. What player actions were meant to lead to this outcome?
Do you have any other unannounced projects besides the ones we spoke about before? Let's say, how many unannounced things are you working on now?
Did you do any work on Dwarfs?
There were talks ten years ago with White Wolf about Obsidian making a World of Darkness game in the Neverwinter Nights 2 engine. Do you have any idea what story you would have told in this game?
You worked for some time on Hidden. Could you tell us something more about it?
What was the storyline for the third KotOR game? What would the player do in the Sith Empire? Was it going to be structured like the first two KoTORs: prologue, four planets and then the ending? Or something else?
What functionalities and gameplay elements do you want to see in future RPGs?
How do you view your career? Is there something you regret not having done?
What do you think of the pragmatic approach to game design versus creative approach to game design?
In the game industry you need to make compromises - compromises on difficulty, scope, mechanics, innovation and accessibility - to actually deliver a successful product. But at what point do those compromises become too much? Is there a point where a game can completely lose any creativity and artistic merit because of those compromises?
What's your favorite Obsidian game, and why?
When you worked on Van Buren, what aspect of it did you like the most?
Van Buren was supposed to have another party in the world that would wander around and complete quests. Can you tell us how that was supposed to work?
What are the strong points of your writing? Why isn't gaming isn't recognized as a storytelling medium like movies or books? What is lacking in video game storytelling?
Do you prefer playing predefined characters like The Nameless One from Torment or blank slate characters like the Bhaalspawn from Baldur's Gate?
In the wake of the RPG Renaissance, there have been many new games coming out like Dragonfall, Age of Decadence, Underrail, Serpent in the Staglands, Telepath Tactics and many more. Which of these less-known games have you played, and which are you definitely going to play? Have you been inspired by one?
All the new cRPG offerings coming out these days have brought the genre back to life. People talk about them, people play them, and they're mentioned in the press quite often. How many young players are falling in love with the genre? Have you done any market research? Is the new generation of cRPG players large enough to sustain it?
Do you think that it's common to start out as a BioWare or Bethesda player and then move on to something more... let's say, heavy?
Do you think pop culture has become too conservative, playing it too safe with its products? For example, Hollywood seems to be relying entirely on franchises and remakes these days. Even movies which are not remakes, like the new Star Wars movie, can turn out to be remakes in disguise.
Can you tell us something we don't know about the Alien RPG you were making?