requires a long time to use or have no blood cost and can be used at will; upgraded disciplines had additional requirements considered too confusing for a computer game. Troika attempted to equalize the disciplines, keeping the effect intact and normalizing the cost, so a first-level power requires one blood point, a second-level two points, and so on. To balance the clans, the aristocratic Ventrue were only allowed to feed on noble blood, though this was changed to allow them to feed on lower-class humans, receiving less blood. During character creation, the game had an optional character biography with unique positive and negative characteristics (increasing one ability while limiting another). This was removed from the released game; Activision felt there was insufficient test time, and removing it was a more stable option. The team's previous experience was with turn-based combat games, and it struggled to develop a real-time combat system affected by customizable attributes and abilities that provided feedback to the player on how those statistics affected the battle. It initially found that by adhering too closely to the White Wolf source material rules for guns, where the effectiveness of a shot is determined in a contest between the player's skill and the opponent's defense, the firearms seemed broken; the player would not hit where they aimed. Troika found it difficult to mesh the available factors in a real-time setting. Melee combat had to deal with various melee weapons and animations and adjust for melee-on-melee and melee-on-ranged combat. Troika used first-person perspective to immerse the player in the setting, interacting face-to-face with the characters and seeing their facial reactions to the player. It chose to follow a single character to aid the immersion, creating the isolation of a vampire unable to trust any other character. This aided the story and compensated for the technical issues of allowing multiple player characters. Choice is a significant aspect of the game, requiring a non-linear design to accommodate the customized characters. Level design began with a list of factors such as Disciplines, stealth, and feats. Each area had to be viable for a shooting character (sufficient ammunition), a discipline-focused character (sufficient blood sources to keep the powers fueled), and a melee specialist (to reach enemies without being killed), with stealth options and option combinations. Level design began with a focus on stealth, considering the positioning of guards and the character's potential stealth capability at