Sean Tracy · Technical Director of ContentObject container streaming, by far, because that's the thing that is changing. Our paradigm has already shifted away from levels and prefabs and these kind of things to the object container approach, but it's not complete until we've got full asynchronous spawning across all those object containers. We're able to profile them. And then even better is once we're doing that, we can rework or update the tools. So that's the biggest one for me anyways, because it's stopping us from scaling huge, and it's also making it not confusing but unclear how to write certain pipelines or tools for the design guys to work within it, because we don't fully have it. Now, they do work with object containers, yes. Then it'll be a matter of streaming them. But once it's a matter of streaming them, it's a matter of how big are they? Can we profile them? Can we export them in the build process? Can we share them day to day? There's a lot of questions that need to be answered within there. So for me, it's object container streaming and asynchronous spawning.
Steve Bender · Animation DirectorThat's a really good question. So I don't know if this actually answers the question, but I'm looking forward to especially the core AI combat things getting worked out, because even if you're not necessarily interested in going to new places, meeting new and interesting people and shooting them in the face, there's still a lot of the aspects of the gameplay that go into this, which once we have that set and ready to go, we can extend out, and it really becomes a far deeper experience for us animation-wise.