After the original game, we sat down and looked at it objectively. We got a lot of feedback from the outside, from fans, from research saying, "Hey, there's not enough. There's not enough content. We want more content." Internally, we played the game and came out of the play session thinking, "That was super exhausting. That was super chaotic." Why is that? We struggled with trying to answer what it was.

What it came down to was, it was difficult for players to have a predictably unpredictable kind of experience. It was difficult for players to say, "If I die here in this game mode, how do I get better?" Do I zig? Do I zag? What should I have done differently? It was hard for Titanfall players to answer that through their experience. So we went back to the drawing board so we could fix this.