Well, for me, it kind of goes back to when I grew up, back in the early 1980s, late 1970s. I had this affinity for computer games, and the types of games that I liked were these large, completely open-ended world simulators. That's why I was so attracted to the Ultimas and the Magic Candles. And so back then, it was pretty much a one-man operation. If you wanted to create that type of game, you needed to be able to do everything yourself. You had to construct the AI and the sound system and the usable system and the world editor so that you could lay out the entire environment. You had to come up with a system so that you could have NPCs and conversations, your whole mission system and everything else. What this got me very used to doing was looking for what I would call points of leverage in the process. Areas where you could invest development time upfront. There was a cost to this. There was a cost in terms of, if you just wanted to show short-term progress, you could always brute force something. You could just special case, hack it, invest very little in terms of building things out the proper way, but you could show progress within a few days, a few weeks, a couple of months, etc. But that wouldn't get you to where you needed to be for the long term, for the level of detail that you knew you were eventually going to want in these types of games. And so for me, I'm always looking for these points of leverage within the process. And I'm looking for areas where I can take the development and, instead of basically adding a second person so now you can do things twice as quickly, or adding a third person so it becomes a little bit faster (again, that tends to be very linear), what you really need, if you're going to get that exponential curve in terms of how quickly you can produce things, is to basically put a lot of thought, a lot of effort, a lot of development time into properly structuring these tools and data structures, so that your ultimate goal is to basically minimize the amount of time and effort required to go from concept to completion. To get from 'well, I want to set this particular scenario up' to being able to explain that to the game engine in as efficient a way as possible, such that you can bring it to life. And the more you're able to do that, the more interesting the game is going to become.
An example I use very frequently goes back to the bartender for AI. If you look at a bartender, a bartender doesn't look very intelligent at all if you enter the bar and he basically says, 'Hey, what do you want to drink?' and you tell him and he gives you one drink, and other than that, he just sits there and polishes the bar. But he starts to look extraordinarily intelligent if he can do that, and if somebody starts getting into a fight over here, he can tell them to pipe down or else he's going to call security. And when somebody drops a glass, he'll go get the broom out of the broom closet and sweep it up. And when the trash is full, he'll take it out. And before he goes home at night, he'll turn off the lights. If he's got the potential to respond to all these different situations that arise, then he starts to look much more interesting. And to me, it's not that that is the game per se. It's that if you put the player into a universe where you've got that level of detail, that... And so conceptually, if I were to borrow an analogy from the world of finance, it would be like what Amazon did. For years and years, Amazon was basically making an investment in their infrastructure, building out all these distribution centers, refining their online model. They could have long, long ago stopped investing, stopped spending, stopped building for the future and just started minting money up to a certain level. But they were convinced that longer term they'd be in a much better, much stronger position versus their competition if they continued to do that and basically push it to the limit. And so now you see, after 20 years of that going on, they're just now getting to the point where they're starting to flip into that other mode, where most of the hard work's been done. Now you look at how they're performing relative to a Walmart or relative to a Target, and they're absolutely destroying them. Obviously, the timeframes are dramatically different, but you get the basic point, which is that spending time and effort up front will often pay enormous dividends on the back end if you do it properly.