Smith, on the economy of unlocking abilities:

"A lot of [games] unlock things at certain stages because that makes it very easy for the developers. Like, if the team can know that no one can [use the Possession ability] before mission three, then they don't have to bullet proof against certain breakages or take into account some bizarre things that can happen in that circumstance. You know, if you're talking to someone and you possess them in the middle of a conversation or whatever. But in our case, we just turn it into an economy, where it's like, well, how many runes have you found?

"Well, all the powers have these costs. And you can buy zero powers, and like save up the runes and try to buy the most powerful one as early as you possibly can, or you can put one or two points into many different powers and have like a shallow overview of the lowest level of several powers. Or you can choose to put them all into the passive powers, the ones that don't cost any mana. Because that's your strategy, and therefore you're faster, and have more hit points or whatever, you know, you can approach it how you want, and some of those are not optimal, they don't make sense, but they like—but the fact is the player is making decisions."