Lore written for the starmap, the Galactopedia and the Galactic Guides is very much a written concept, a starting point. As new people join with new ideas, these histories can change. Some would call that a retcon, but isn't it more just the natural evolution of a universe in game development?
TL;DRThe team says lore changes with the game's needs, such as making Pyro's worlds less harsh for gameplay, and tries to avoid retcons but sometimes finds them unavoidable.
I mean, that is how it goes. We don't want to be a team who digs in our feet and says, well, we wrote this paragraph six years ago, so it has to be this way. Especially because our goal, just like a lot of the other teams, is to have the most fun gameplay we can. So our narrative is always in service to making the game fun. And so with Pyro, we've talked about this a little bit, but it turns out that it's more fun for some of these worlds to be slightly less harsh than we had originally envisioned, being a little more forgiving environmentally so that some of our other gameplay systems can exist there. So we're looking at adjusting those original write-ups. A lot of how harsh the system was had to do with our very original idea that landing zones were going to be fairly limited, and of course over time the amazing Planet Tech team has come in and created all these fun sandbox environments. We want to be able to take advantage of those. So we still want to have those harsh environments. We still want worlds where you go there and you have about 10 minutes before your health systems are going to kick in and start killing you. But we also want to scale back the other side of it and have areas where players can do missions more on the surface than we originally thought. And we're also coming up with in-between ways, like, are there ways for outposts to survive on these really harsh worlds, and talking about that with the design teams and expanding those systems. And on the subject of retcons, we always do try to avoid retconning when we can. Regen tech is a good example, where we introduced it as a change that was happening for the characters in the universe. But sometimes, when it's like the temperature of the planet, we weigh it: is this something that happened now? Is this a new development? Or is this how it has always been, and we need to do a retcon and have it be that the old facts never existed? So we try to avoid that when we can, but a lot of times it's unavoidable and that's just the simplest solution to go forward.
Just to also say, we do really appreciate everyone reading this material and learning it and becoming invested in these write-ups. That's what we were trying to do, spark your imagination and make you excited about this stuff. So I know it can be difficult when you're learning and trying to get a sense of what Star Citizen is, and then we shift something and you have to relearn it. So we don't take these changes lightly, and we do appreciate your investment and passion for it, and always pointing out the inconsistencies that develop over time, and we try to address those where we can. We've talked about this before, but anytime we write anything, it takes like an hour of research, going through our history and consolidating all our facts. And that's a big part of our team's job, trying to ensure a consistent history to the project. And so we appreciate the community's help in saying, hey, this year doesn't make any sense, the system wouldn't have been discovered yet. And we're like, oh yeah, we totally missed that. Thank you.