Puzzle Quest 2 Interview

The editors over at WorthPlaying have cranked out an interview that they recently conducted with Puzzle Quest 2 executive producer Tim Ramage. Topics include character customization, building a two-dimensional world, the possibility of a Puzzle Quest compilation pack, and more:
WP: When you say that you can "customize" the actual characters, how far can you go with it? Isn't there a worry that it'll take focus away from the puzzle itself if you're worrying about combat instead of beating the board?

TR: I think one of the goals that we wanted to achieve was streamline the role-playing experience. We went back and looked at Puzzle Quest 1 and realized that the core of that experience, more than anything else, was being on the puzzle board, so we want the player to be on the puzzle board, experiencing their character through the puzzle board as much as possible. To that end, we streamlined the elements in which you customize your character to keep it a very straightforward set of elements, such as attributes, equipping spells, and also the weapons, shields and armor. We felt that you can still get a very meaningful role-playing experience out of that set of elements, but we really want you to experience the unique features of those elements during battle. Spending more time on the puzzle board and fighting enemies more often ultimately allow you to truly appreciate what you've done with your character.