We want to draw more people online, because online is what gives a game longevity. And the three on three, we really wanted to focus a lot on making that a cool mode. Because we ask people when they lose a three-on-three, "Why'd you guys lose?" And we'd always hear, "I don't know. I was doing great. My teammates just must have sucked." You know what I mean?
But they have a lot of fun. And they're like, "I built like three turrets up here, and some guy tried to come up and take the point and got owned. I don't know why my teammates can't handle their shit. I was on top of my shit, and I got that cool unlock.
And so that's the feeling--it's like Call of Duty 4 and Counter-Strike. You're always doing awesome. And losing is more kind of, "It would have been better had we won, but whatever, I was kicking back." And so we built these rules so that--we kind of tried to identify the major archetypes. Some people like building stuff, so we built the engineer for that. They like being turtlers, so you can turtle, but instead of turtling in your base, turtle out where your teammates can benefit from it. There's the fighter, when you just like knocking shit around.
And there's what we call the troubleshooter--they're kind of the loners, who kind of like to break off and solve problems on their own. We gave them the teleporter, the infiltrators, so they can kind of break off from the pack and cause trouble. How those interact, we're watching that very closely, because we want to enhance that and make it a very rich ecosystem of cooperation.