valeriesusanne wrote:"object controlled objects" in a way that a child (or old woman) can understand! That's where my head is at

This is very much about how the backend code works, visually/client wise it will seem like really small/obvious changes (like being able to walk on a bridge).
Right now you exist in the world, and interact with the world to move. Exceptions to this deprive you of any control and hard link you to an object (passenger on a boat). Object Controlled Objects means that some objects will gain the ability to be a "world" you interact with, while the object interacts with the actual world. Simplest example is a free walking crew member on a ship. The ship/captain controls where the ship is, but under OCO you will be telling the ship where you are within it and that will translate to visual/server side location information.
The issue is, this is interacting with a fundamental aspect of how the game was architected. Making retrospective changes about core architecture without coding the engine from the ground up is very hard. Along the veins of "why not just add multiplayer?" type of requests. Although it visually looks the same + your friend, the guts of a single player game are completely alien to those of a multiplayer game. Especially for games that allow freeform building, as opposed to a static world like Elden Ring. (sorry, tangent)