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, 11 tweets, 4 min read Read on Twitter
Chris Gardiner talking on the challenges of making a game that built on 137 pages of lore from past work... and also accessible to new players.
The initial concept involved hallucinatory interactions with incomprehensible space powers
"It was around this time that we settled on the idea of space trains"
"All our old players wanted to know what happened in the 5-10 years between Fallen London and Skies. Our solution was to not tell them."
Inspirations:
Going through the Content Commandments that established the tone and types of stories to be told:
Then created setting documents that the whole company could read, comment on, and expand, that asked and answered questions about the world:
"If the Victorians could manipulate time, what would they do? F*ck over the poor."
Now an excellent discussion of creating distinctive realms of content.
"We didn't need as much content as we wanted to write... when you take out 60% of the content what's left is the good stuff."
On the "Ludicrously fruitful session" they did on colonialism with @betterthemask
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