So basically, you're still doing all the same work. Work's not slowing down, the flow of work is not changing, you're not doing less or whatnot?
TL;DRDevelopment work is unchanged or even increased; only the release timing changes, so features reach the Persistent Universe a quarter or more later, together with relevant content.
We're doing more. Or I'm doing more.
It's really a change in release strategy, I guess. Instead of popping out of Tier 0 into the PU, then a Tier 1 eventually, then a Tier 2 eventually, now you are going to focus on taking each feature, at least for the Actor Feature Team. And I want to stress right now that we are talking only for the Actor Feature Team here.
Well, we are talking the core gameplay [pillar]. So that is Actor Feature Team, Weapon Feature Team, Actor Tech Team, which is not really a feature team, and the Weapon Content Team. The one thing to note, I think, to discuss that is that we're talking high level here. So this is the general intention of what we're trying to achieve. But I do want to specify some nuances that may be apparent. So if you imagine, some features are what I call truly systemic features. So jumping. Jumping is a feature that Actor Feature Team owns and we did two iterations on. It works regardless of whether there's any content. Nobody needs to make a mission about jumping. We don't need to sell anything in shops. You don't need to buy it. It literally is your character can jump. Now, let's say we added another feature that is sliding, which is you sliding down mountains. Or force reactions or whatever. They are systems that require no content. Now, when I say content, they still have animations, but they don't require content teams to add them to the PU. So if we do anything like that for Squadron, so sliding is a good example, they will just be absorbed into the PU pretty much either at the same time or maybe a quarter later, because essentially they'll still need to be tested and go through QA and PTU and go through Evocati and so on and so forth. But fundamentally, you get those for free. Then there are features that are... so hacking, for example, requires missions and locations to be created to utilize those features. So in that scenario, core gameplay pillar would develop them alongside Squadron 42 level design teams, and we would execute that feature within Squadron 42. And then at the end, we'd go, hey, here's the feature. Here's all the examples we've been working on in Squadron 42. This is how we've used the mechanic. There's some good examples. Maybe you could take inspiration from that. And then the PU content teams, such as the PU mission teams and the PU level teams and the locations team, will be able to take them and then put them in the PU. And that's where you start to maybe get a one quarter or two quarter delay. Now, that's not delaying any of the work. It's still happening in the exact same time frame. The development is unchanging. All it's doing is when we're committing to actually being put into the Squadron release... oh, sorry, into the PU release. And fundamentally, this is something that I've been trying to address. And it's something that I called out as something to improve in the retrospectives, I think for both 3.13 and for 3.12, where I'd see a feature go live, like body dragging, and I'd see people in Evocati and on PTU utilizing them, but they don't really have any true purpose in the PU yet until we get round to adding some of those missions. So I think fundamentally it won't change anything in terms of the PU gameplay experience, but what it does do is that people who are looking at the roadmaps and the delivery maps might go, oh, this is coming later. It's not because it's being made later. It's just because we're proving it out. And when it does come, it should be a better experience, because we are no longer committing to PU releases. It's the PU content teams that are committing to the releases, and they're committing to adding a feature with the content, relevant content. So rather than body dragging coming in Q1, it might come in Q3 or Q2 or Q4, depending on how big the feature is or how much the content is, but it will come with the relevant content to support that feature. So it would be, hey, this is a mission where you've got to go get an injured person. You've got to body drag them back to your medical triage center. So it's the mentality of how we deliver the content and how we deliver these features to the audience.