What are some examples of things players would see in the universe now that clearly started with narrative and then made their way to the verse?
TL;DRExamples include the Stanton system and Orison, which began as narrative seeds, and a racing organisation that began as a design request, with scope the main constraint rather than where ideas start.
I mean, Stanton system. What's interesting is a lot of the location stuff on a high level begins with the seeds that we planted, or Dave specifically planted, a decade ago, where: what is the system? What is the scale of the system? What are these four worlds? And of course, we do iterations on that, and once we plant that seed, art and design get their hands on it and make it better. And then we go back and we make sure that the narrative matches the final product. So I think that's the biggest impact. Arriving on the cloud city of Orison, that was a narrative idea of a cool location that would be fun to go visit. It's pretty awesome getting to see those ideas realized and being able to experience them as a player in the game. And then Jeremy can talk about it, recently Wildstar Racing, the org behind the racing. I guess it technically started as a design request because they're like, we need a racing org. But what they are and what they do, that was all Jeremy working on that.
Yeah, I mean, there's areas where we're still trying to develop a lot of the gameplay infrastructure for things that people want to see in the game. Salvage is another great example. But what I've found in my experience is the teams are just really collaborative. And so though there might be a mandate that starts from design, everyone's very open to talking about how that can be elaborated upon. And I think the biggest constraint is less where do the ideas start and more what do we have the ability to execute on in terms of scope management. And so Salvage and Racing both had contributions where, on those missions in particular, I was doing a lot of the writing and got to work really closely with those designers to integrate the lore and the design and make sure that they each supported each other.