Todd Papy · PU Live Game DirectorSo it will really depend on the elevator system. So basically if it can be done in a realistic way, Chris wants it done in a realistic way, so that there's a sense of travel. Now there's been aspects of, let's say you have a super long space station and you get into an elevator here and then we warp you to a section here. And then you see basically an establishing shot of, oh, okay, that's the landing pad that I just landed on. And then you get to the end of that, it warps you to another section and then it's opened up again and you see outside. So you get a sense of travel. And then there's some cases that we just can't do physically. So it really depends on how it's built, but for the most part, if it can be built physically, Chris wants it done that way. You can see that with the trains in Lorville, and it's the same thing with ArcCorp. There's that sense of time, that sense of progression that happens when you're going through a level.
Jared Huckaby · Host, CommunityI think I said it once before, Lorville didn't become real to me until I rode the train. It was seeing it through the windows of a train. It was like I needed something between me and it for it to seem real to me. I think it's an experience that I can relate to, taking the Metro to work or whatever. Those kinds of experiences are important.
Todd Papy · PU Live Game DirectorYeah, they are, and I think it's also trying to find the fine line. It's not a full-life, complete simulator, meaning I don't want to wait nine minutes for a train. So I think it's finding the fine line of what we feel is valid, and does that mean we need to build something on the track so that we can actually increase the amount of trains that happen there? Is it that we make the train move faster to cut down the time? So these are all basically game slash reality balances that we have to deal with. And I think players see it now, like when you're talking about Port Olisar, obviously getting out of your bed, getting to your ship, getting into it and flying off, versus the real-world time scale of doing it at Lorville. There's a certain amount of time sink that happens with Lorville that we look for, and Fred and QA will actually be looking at different ways that we can shorten it without taking the reality away.
Jared Huckaby · Host, CommunityIt's one of those things where a long and drawn-out train ride or an elevator ride is cool the first time, the second time, the third time. You think, wow, this is just like real life, but on the 400th time, the 500th time...
Todd Papy · PU Live Game DirectorYeah, I mean, for example, the get-out-of-bed animations. Bender and I have talked about it, and we do have quicker bed animations. So getting those switched out and all of that, but that's something that the player experiences over and over and over again. And part of that is basically finding the fine line of, again, what's real versus kind of snappy gameplay.