How was last year for the flight experience?
TL;DRLast year brought a completely new flight model and lots of community-driven learning, including a hover mode that fell short, while the vehicle teams were reorganized and shipped ships of very different sizes and styles.
Last year was crazy. We launched a completely new flight model, completely revamped flight model. That was a long time in the making, that started in 2018. So we launched that, and that was a huge learning experience, especially because it brought in renewed interest among the community to chat about the flight experience, and we learned a lot about the combat and flight in that whole process. And then we also went forward in the year with more improvements. We tried hover mode, which ended up not being exactly what we wanted, but we learned a lot in doing that. And so the subsequent changes that we've started to implement, like proximity assist, are on the back of that learning that we've done with the community. So we think we're getting better and better as time goes by. And so hopefully in 2020 we can take all of that learning experience that we got last year from the community and make it even better.
How about you, John?
From an overall side, 2019, we sort of reorganized a lot of the vehicle teams. We introduced Pillar Talk last year where we briefly talked about what the pillars are. So the vehicle teams got their own pillar. And it's essentially five teams within that vehicle pillar now. So there's two vehicle feature teams, there's two vehicle content teams, and there's the new vehicle experience team. And putting them all together under one director, myself, and working with the other directors, has enabled us to do a lot better planning in terms of: this team's going to be working on this, they're going to need some support from this team, it ties into the content. At the start of the year it wasn't quite there, but as we got towards the end of the year and into this year, we're starting to try and deliver on ships with features coming with them. Maybe it's not the full feature, maybe it's just a taste of it, but it allows that ship to sort of work with that. And then content-wise, we had ships of all sizes last year, which was a huge learning experience. So we had the Archimedes, which is one of the smallest, if not the smallest, ship in the game. And then we had the 890 Jump, which is 200-odd metres bigger than the Archimedes. So we learned a lot about those two very different styles of making ships. The Defender as well was a big challenge last year in terms of learning alien art styles. The first ship of a new race or new manufacturer is always a tricky one, and we learned a lot planning-wise on how to accommodate that, that's gone into the Prowler, and then we'll go into the Merchantman as well.