* Most things smaller than a person (chairs, crates, bushes) that can't be destroyed don't have hit detection at all - so if you attack them, you don't get a "thunk" or whatever, you're weapon just goes through them.
* One reason given is "it's just annoying if you hit everything around you." A more important reason is "The game hardly ever slows down. We've done all we can to remove unnessecary processing, and this means you can have 2 or 3 or even 4 major spells all going off at the same time." (Someone better get a photo or two of that in action!)
* On character growth - "when you change Class your parameters don't change. Whichever class you are when you level up influences which stats will grow - so fighters will get more strength, wizards more magic. Therefore, an Assassin who was formly a Warrior and an Assassin who was formerly a Strider will have very different stats from each other. If a character with no experience with magic becomes a Sorcerer, to start with their magic will be very weak. If you stick with them, however, their magic will grow quickly and you'll be okay.
* Asks the Director which class he likes - "I like the Magic Archer. The Magic Archer is the strongest character when inside a dungeon! At least, he is for me! He has some moves that are much stronger when inside a dungeon.
* They then say that trying to pick a class is a lot like trying to pick a weapon when Monster Hunter first came out (indeed it is!)
* Everything that should be handled like a game, is handled like a game. All the quests you have taken are listed and managed for you, and you can set a marker that directs you to your next objective.
* In every build of the game up until quite recently, when knocked over from being hit you couldn't use a potion. This meant you died all the time. That wasn't much fun, and so it was changed. It isn't about being overly hard, just challenging in a fun way.
* No friendly damage. Explosive barrels etc. don't hurt you or your allies.
* "It isn't that hard to make great AI. You just need to deal with a lot more factors. We have a wide range of Pawns, and some of them are very stupid. If a Pawn doesn't know how to fight a certain monster, it will fight really badly. If you just see that, you may well think "This game sucks!" Please don't! A Pawn with the correct knowledge will act totally dfferently. My request to the AI Supervisor was "make AI that lets the player have the most fun!" The first priority in making the game has always been "THE AI MUST BE INCREDIBLE!"
* This must have been mentioned before, but - you can borrow Pawns from people on your friends list for free. "Some people thought it might break the balance of the game, but we wanted to give people playing it for the first time a leg-up. I think that's one of the reasons Monster Hunter Portable got its big break - people more advanced in the game can help their beginner friends to do quests and get into it. With DD, you can say "If you need some help, just borrow my Pawn!", and you don't even have to be online to do it! (I can see people with high Lv. Pawns getting lots of friend requests!)
* It's very much a "game" when it comes to defeating monsters. "Monsters can seem really tough and kill you quickly to start with, but once you know the correct way to defeat them, you can take them down really quickly."