Eurogamer: Shotdown85 wants a patch for the PS3 and 360 versions of the game to stop non-violent people disappearing. What's going on, Magnus?
Magnus Nedfors: I personally am not on top of the bug database, but I know that we are working on them. I can't answer about that specific problem. I can say that non-violent people are handled in different ways. Sounds like a bug to me, so sorry about that. I know that we are working on patches.
Eurogamer: Bloobat wants to know when those patches will arrive, and whether you will ever allow users to alter how long bodies linger for? He's also after a free-look camera.
Magnus Nedfors: I severely doubt there'll be a setting for how long bodies stay in the world. It affects so much - memory, CPU, engine bits. We can't have too many bodies lying around. Free-look camera: I know we've discussed the possibility for it, but there isn't one now and I don't think there's any plans for one either.
Eurogamer: Is it more acceptable for an openworld game to launch with bugs?
Magnus Nedfors: Oh, hard question. A game-breaking bug is never acceptable. But a C-bug as we call them, an annoyance - perhaps somewhere in the world there's a tree growing through a house - personally I find that fine. Unless it's a tree in every house. Or unless there is a tree in one of the key locations where a mission takes place. Minor bugs I accept more in an openworld game compared to a super-linear game where the developer knows that every player will pass through a certain section. In that kind of game you need everything perfect.
Eurogamer: Bloobat also wonders whether the developers are willing to listen to the community's ideas and desires for DLC?
Magnus Nedfors: Absolutely! We are following discussions on major forums, primarily the official forums but also Eurogamer and the big sites. This is really important for us. I read as often as I can, a few times a week. It's our responsibility as a developer to read what our audience think!
Eurogamer: By the way, do you have any figures for the demo you released recently?
Magnus Nedfors: I haven't got the latest ones. I heard it broke two million downloads a while ago. I don't know how many we are today, but I'm really happy - that's quite a lot! Lots of people are playing and - reading the forums - seem to like it. I'm proud of our baby.
Eurogamer: Is retail Just Cause 2 different code from the demo?
Magnus Nedfors: There are a few bugs that are fixed in the final game but apparent in the demo. Otherwise, when it comes to feature-set and so on, the demo has a taste of everything. We discussed just giving a mission, but that wouldn't really represent the game.
Eurogamer: Slipstream played the demo and thinks Just Cause 2 is a fantastic game. However, he had a gripe about not being able to move over or on to waist-high objects, or grab ledges within jumping distance, while in an intense gun fight. Is this intended?
Magnus Nedfors: It's very much intended to be that way. I'm sorry for him, but we have one of the biggest portfolios of moves for a character in any game. We opted out of having those mentioned features, and of course we have the grappling hook, and we want players to use that and enjoy that as much as possible. The grappling hook is key!
Eurogamer: Skurmedel also wonders what you think about people bypassing the time-limit on the demo?
Magnus Nedfors: Oh wow, that's a tough question. Personally I'm excited about stuff like that going on, because it shows me there's a very big interest in the product. As long as they are creative when it comes to doing fun stuff, well, let them - let them have fun with the game in their way.
Obviously since my livelihood depends on making games, so when hackers break the game and give it away free I'm definitely against that and will do everything I can to stop that. If people don't buy our game, we don't get any money and we can't feed our families and then we can't do any more games. That side of 'hacking' I'm totally against.
The other side I have had many good laughs about when I have seen what people have done. I'm impressed by some of them! There are really good programmers out there!
Eurogamer: What's the most proud moment for a game developer?
Magnus Nedfors: Personally, the game awards don't mean much to me. Reading stuff on forums from users... We had a mail here from a person who said, "You have shown me that gaming can be fun again." When I read that, that's my proudest moment. It sounds a bit silly but that's true actually. If there was an Oscar for games and I won that, then that would probably beat it.
Eurogamer: Have fans or critics ever moved you to tears?
Magnus Nedfors: Oh! Er. No! He he.
Eurogamer: What are you guys doing to celebrate the release?
Magnus Nedfors: Well we're having a party tonight [yesterday] for the games people of Sweden and friends and family. That will be very nice. On the other side, we don't have time to take a lifelong or year-long vacation. Even though it is personally my favourite job, it is still a job, a business, and we are working on future projects.
Eurogamer: Looking ahead, we have some very exciting advancements coming in gaming in Microsoft's Project Natal and Sony's Move controller. What are your thoughts on those?
Magnus Nedfors: It's tough. The ideas are nice, I like them. But they won't be totally successful until they are... well, I wouldn't say free to the user, but when the console is shipping with those types of controls, then they can become a big thing. While they are still an extra for people, then they will be just a toy, to be mean about them.
Magnus Nedfors is game director on Just Cause 2, which launches for PC, PS3 and Xbox 360 today. Thanks to Eurogamer readers for their questions!