Something "really really scary" then happens in October 2014, at that first playthrough of the game. The great open-world is realised but it feels... empty. "We had these cool quests, this cool content, but nothing in between," Mateusz Tomaszkiewicz says. "We knew it's not enough," his brother Konrad adds, "and we knew if we want to release an open-world game we got to fill it with interesting content, and we got a really short amount of time to do it." It's at this moment the question marks - points of interest - are born, all twists on around 20 templates dreamt up by a newly created and dedicated strike force team.