You mentioned looking at other games and how their group and party systems work. Do you take any inspiration from other games?
TL;DRCalix Reneau cites Jedi Outcast and City of Heroes as main inspirations for community interaction, and says they also looked at MMOs like WoW and Elder Scrolls Online and at The Division's information presentation.
Okay, so the broader answer to this question is with regard to how community and people interact. The two biggest touchstones for me personally with regard to multiplayer interaction are Jedi Outcast and City of Heroes, both of which I think did an incredible job of building culture into their systems. The way that people use those mechanics just felt drastically different than a lot of the games that were coming out that had similar goals, similar stated systems. I just felt like you really got a lot more willingness for players to interact with each other in a variety of ways: sometimes positive, sometimes negative, sometimes just recognition was a thing that could happen. In terms of designing multiplayer features at all, those tend to be my touchstones. Of course, when you're thinking about chat and group systems, looking at MMOs, looking at WoW and Elder Scrolls Online and other games that have taken a variety of approaches, and trying to see which things, particularly with things like WoW, which has so much legacy and is also updating and looking at all those things. One of the things I think we were looking at for a minute was The Division, in terms of how they presented the information, more so than the system itself, but how you let players just know what's going on. A myriad of influences.