Totally changing track, relatively soon after the game shipped, you came out with a control patch. I just want to talk about that process. What spurred it? And what was that like? Because prior to this you guys have had PC development experience, but this is the first console game where you've been able to ship a patch.
AB: Well, we've done patches also for Killzone 1, right? Though the systems then were less meant to do these patches, but still, we were able to do that.
I was talking to some other guys out of Bungie at GDC on the idea that games don't ever finish anymore, right? So, you go into this kind of service model, and you keep on improving your game. We kind of found this issue, we investigated some things, and if we find issues that we think, "Yeah, that's a bug, we have not seen this" or "we've forgotten about this," then we can patch it, and we have that system.
We're thinking about continuous improvements to our game. If we find issues, we now have a million-plus people playing the game actively -- if you look at the Killzone.com site, [that's] how many people are playing it. So they're bound to find issues or cheat.
You know, we had an issue with auto-aim being a kind of cheaty solution sometimes, so we fixed that, just to make the experience nice for everybody. I think that will continue for the next half year.
You know, the Halo guys are working on Halo 3 still two years down the line. I think that's the kind of model that you're looking at. The Left 4 Dead guys, I think they did 70 patches or so? And they slip it under the curtain. You don't see it anymore, with Steam. That's the kind of way that you need to think about these kinds of things.
So, I think it's a strong thing. It's a strong thing that we listen to our customers and we fix these things when we find them, and just help improve the game continuously.