Kain said the narrative included "a massive third act that took the Neverwinter player to brand new locations fighting Astral Diamonds against a new main antagonist and changing the entire focus of the storyline."This would have meant "another several months of development time," and there simply wasn't time to do that before the Neverwinter game released. "Dean and I resolved to cut this final section of the Neverwinter game and tighten up what we had, promoting General Gaius up to main antagonist and centering the Neverwinter game around his campaign."This sounds simple, but according to Kain, there was a major problem with this plan. "When you're on a team, cutting content is a fact of life. When you're one guy, every single asset you create is important."However, it all paid off in the end. "Dean ended up agreeing with my decision to cut the third act and consolidate the story we had," Kain writes. "It was hard to part with the mysterious final villain, but the Neverwinter game ended up a lot tighter, and the story felt much more satisfying ending where it did."You can find more of the trials and tribulations of the development of Dust in the extensive Gamasutra postmortem. With the exception of Microsoft, Sony and Nintendo, no one bets more heavily on new console launches than Ubisoft. It's something of a video Neverwinter game industry tradition that the publisher rushes headlong into new system launches and with the Cheap Neverwinter Astral Diamonds Wii U on the way, it plans to have six titles available on day one with three more coming by the end of Nintendo's extended "launch window" .