We need to get down to the street level on ArcCorp.asked by Don Steeler Gaming
TL;DRStreet-level ArcCorp is something they discuss constantly, but with finite resources they must triage, and for now Lorville only gets ships low rather than letting players walk the whole city.
That's the reason I wanted to call it out, because it's representative of a conversation that continuously happens. We talk about that constantly. There's always lots of things we want to do and lots of things where it's "wouldn't it be cool to do that," but you have to balance them with everything else that would be cool to do and we want to do. And then think about them within the scope of an entire universe that we're trying to build. It's like, do we need to go down to that micro or should we go further out? Because even going back to what I said earlier in the show about multiple teams all working on different things, and approaching 1,000 people if we haven't crossed it over already, counting our friends at Turbulent, there's still a finite number of resources. It seems like a lot, but you can only work on X number of things at any given time. Then tomorrow, you'll only be able to work on X number of things, next week, next month, next year. So there's always this triage of ideas. There's always this internal battle of, yes, that would be cool, and yes, that would be cool, and yes, that would be cool. We can do two. And how do we determine which two? It goes back to that question from before, like you've got your interior and your exterior, and how do you determine what goes on? These debates, I'm going off on a little bit of a thing here, these debates that we see in the community, in YouTube channels and Twitch streams, heck, just in text on Spectrum, often mirror the same discussions we've had internally. The number of times I've been sent a link to a Spectrum post or whatever, and it's like, yep, just what I said. They're saying just what I said. The same conversations happen internally that happen externally. It's always a fun reminder of the obvious and open synergies between us and the community. And then there's the ones where it's like, I wanted that too. And unfortunately, this was deemed more important, and this was deemed more important, so I'm going to have to wait.
Yeah, you've said it pretty well, as I wanted to. We constantly discuss on Lorville that we want to get the players as close as possible to the ground. Unfortunately, you can't just walk around the city anywhere you want. But that wasn't our goal from the beginning, nor was it the goal towards the end. But there were many parts of the city where we're like, okay, we can get your ship very low. And that's the way we want it to be right now. Because otherwise, Lorville would take forever to make.
I mean, heck, you see how long a small space takes to make. Like Night City for Cyberpunk is half that game. Obviously, that's a rabbit hole that you can get trapped in. So we're constantly having to balance how far...
So Night City is one city, but if you had multiple planets with multiple cities, at some point there's a point of diminishing return where every city is not as unique. So for me, Night City is a cool idea, but with the size of Lorville, if we built Night City that size, to me, that would be too big. It would just be overwhelming for the players, for the devs also. But it is constantly something we talk about. And Area18 for me is one of the coolest places, where you feel like you're in Night City and you feel like you're on the ground in the city. So eventually if we get to expand, add more neighborhoods, add onto that, that will be great. But for the moment, that's not our plan.
It's always part of the process to constantly battle and discuss and revise internally how far we're going to push the thing and how far we can.