How do you decide what goes into a shop and where?
TL;DRShop contents are chosen so every game loop is accessible, tied to narrative and location context, and sometimes just for fun, with narrative team input on what fits each place.
As I mentioned, shops are part of our job. So first of all, we want to make sure that every game loop, every career in the game is accessible. So every activity, I want it to be accessible. If you want to trade, you're always going to find a tractor beam, you're going to find a ship that has a cargo grid. If you want to mine, you're going to find an attachment for that multi-tool, you're going to find a Prospector. More than that, we try to keep everything tied to narrative, so you're going to find burritos in Stanton, and you're going to find rats on a stick in Pyro, and sometimes we just have fun with it. For example, Connor suggested that every farm in Pyro should have shotguns. He's from Texas, by the way.
And I think I sent a thread to Nick the other day about how, because Hurston was so salvage-focused and everything, maybe Hurston should have salvage items in their stores and whatnot. There's a lot of thought that goes into positioning where something goes, not just how much it costs.
Exactly.
Yeah, and that's actually the kind of thing that the narrative team would have a lot to talk about in this SCL as well. The narrative team has all of the history of the 'verse to date and also all the stuff coming. And so they have a pretty good idea of the context of each location. So when it comes to what goes in what shops where, it's about bringing life to the stories that we already have by letting players, like Andrei said, access the game loops that are appropriate in each of those contexts, but without stopping people from playing things. So enabling game loops that fit the narrative.