When creating levels, how much does the narrative play into the design of the level?
TL;DRNarrative shapes level design when a narrative element is available, such as faction branding and how welcoming or intimidating a location looks, but it isn't always present.
I think it depends on the location. We think about who's going to occupy the space and then how is it going to be branded because of who's going to be occupying it. I think at CitizenCon, Adam did a presentation on Rough and Ready, who had taken over the Pyro space stations. So in a way, all the branding was done to represent Rough and Ready, their look. So there's definitely a which gang will be in here, or who will be in here, and then the branding to reflect that.
Beyond just the branding, the narrative stuff: in about three weeks on ISC, you'll see we're going to introduce you to a whole bunch of the planetside locations that you're going to encounter in the Pyro system. And you'll see immediately that the farms, the scrapyards, the trading posts that are operated by the Citizens for Prosperity are pretty differently dressed than the same type of locations that are owned by the Headhunters gang, for instance. One clearly is more interested in putting forward a good first impression to people, or the best first impression that a harsh place like Pyro will allow them. And the others are just like, nah, we're not interested at all. And then two weeks after that, five weeks from now, you start seeing the Xenothreat locations, the places where they live. They're definitely built to be a little more intimidating. It's like they want just the sight of their place to be fearful. So the answer to that question is yes. Certain narrative elements do come into play. Again, it depends on what's available. There's not always a narrative element available, but when it is available, yes.