Another thing we've been working on is the player interaction system and the personal inner thought improvements. Sean, do you want to tell us a little about some of this?
TL;DRThe personal inner thought system gives quick in-game access to actions and emotes, lets players bind keys to actions on the fly without an options screen, and is meant to make the game easier to play.
Sure. So when the players are playing, very commonly, they'll have to go to the button mappings. And you've seen this on live streams or anything, and it hits escape, goes to the controls. Okay, how do I pull out the flashlight? Okay, how do I do the dance emote? Okay, how do I...
It is the worst when you're standing there as a director or I'm sure as the CEO going, how do I go third person again?
That's an easy one. It's like a quality of life improvement was needed on this side. And we used to joke that the button baron has struck, and it just got changed. But anyways, to do away with that completely, not only having good default mappings anyways, is to be able to give the players some ability to not just remap that, but to have access to all their actions in-game contextually and quickly.
And it also opens up, for instance, one of my pet peeves is we've got all these great emotes. But before, to access them, you had to go into the chat and slash dance or whatever.
And that's if you know they're there.
And if you know they're there. And then the whole idea of the personal thought system was to sort of open up different stances or actions, like whether you want to be dancing or sitting down or whatever it would be. Or all the various emotes, salute. And so it's just one place you can go select it. And the concept is sort of, because I've talked about this for a while, the StarCraft method, right? Which is you go there and you can play StarCraft with just the mouse. But once you start to learn the hotkeys and you become the pro player, you can do things much quicker. 200 actions per minute. But what we need is someone where all they know is the simple FPS, WASD, running around, your interaction key, your mouse. And with that, you should be able to do everything, figure out how to use a ship, how to use weapons, how to do all these things, access all these actions. And that really was the idea.
And that was the intent. That was the exact intent that he gave to us, which was make playing the game a little bit easier. That's really what that comes down to, is playing it easier out of the gate. That was the thing because the controls haven't really changed, but your access to those is. So now you don't have to go into our key mapping stuff, which actually isn't connected to our Illustrator. You have to go into a big list and figure out where your key is going to be or where your button is going to be. Within the inner thought, within the radial, you can just assign the key right there and it even tells you what it is. So you can adapt your style of play in situ to different shortcut commands if you want or just kind of remap it all right there where you want it to be. So that's really nice. But then further to that, we've got shortcuts to different categories. So the idea here is that your interaction system or your inner thought system is a lighter version of the mobiGlas. It's what you're doing in situ. So you're not in barracks preparing your weapon and taking it all apart and cleaning it and doing everything. But you're reloading it or you're changing out the ammo real quick.
And I mean, you kind of touched on it a bit, but the other thing that I think is really cool with it is the fact that you can bind any key to any of the actions and you can rebind dynamically right there in the personal thought. So there's no going to an option screen. Like most games, you always go to an option screen; here, you literally, it's kind of like as you're doing it. Car radio, you just hold number one for a second, and then it's programmed to the station you're on, right? Well, this is the same thing, which is you're going to hold the key down for a period of time, and then it binds to that action that you're highlighting in the personal thought. And so you can sort of rebind on the fly the things that you're commonly doing. So you go, oh, you know what? I'm playing with my group, and I want to be able to give them some hand signals because we're playing FPS, and I want to be able to go like this.
So you can bind that to whatever you want.
To whatever keys you want, and you can move it around. So if you don't like, for instance, me, I hate holding R to holster, I would rather have, I don't know, H would have probably been fine for holster, right? H, holster, who knows? So I could do H. But I think that's a big UX usability positive for the game. Those are all the kind of little things that we need to get into the game.
We're kind of taking some of this stuff into the new role where we're pushing some design in some of the feature teams. Same idea that we used to do our developer tools with, just for our players, because it's push the player experience, make it easy for the player to play our game a little bit. And I'm really liking how that's going and I think it's working.