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I feel a few of the things

I feel a few of the things that speeds it out is really updating to utilize C++ versus Java. These items actually evolve in a manner which caters to exactly what we actually need for the long run. Occasionally it will slow us down a bit, but a good deal of our perseverance that sort of compels us to be sure that we can actually finish it even though, yes, even as it comes down to actually switching tech from you to another, there's some challenges there.

A number of what we do how can we and is currently taking some of our previous technology adapt it to those technologies or third party plugins which we would like to put to it. It works. That's not to say that we don't encounter challenges. Us never stop, If it boils down to the things. We search for a way to make it easier to rebuilding it and really simply tearing the wall down.

Using mobile, for instance we could take strides to make it without having to rebuild the server structure entirely from scratch that our game can feel like a game. These are things that we're really doing today and we've got some stuff to show of display that, to sort at the keynote. Why is helming something such as that company that is different to a normal off the shelf which our readers might be more familiar with? With this uch bespoke, and old, tech in place can it be restrictive and does it influence your decisions?

Jason Milena to tying the hands, as it comes down, I think we acknowledge that yes, old tech does have its own constraints, but I believe from a game development standpoint like we need to admit that anything is possible, right? I believe the greatest thing for us is taking the gamers along from the journey because changes like that can alter the sense of the game, the visual expression of the game, and things like that. I would argue that assuring that our players are glad has been a thing rather of seeing what we could tear down and sort of rebuild from scratch and looking at the end.

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