How extensively does the lore team work with the designers of game mechanics?
TL;DRThe lore team works fairly closely with mechanics designers but mostly downstream, giving broad boundaries at kickoff and then fitting the designers' systems into the fiction, as with harvestables.
Pretty close. Usually, again, we were talking earlier about how we've been generating content for the game for a long time. And as the game is catching up to us and realizing a lot of those elements, we have stuff established. So there's usually a kickoff as far as mechanics go, where we'll present what information we've already released and what the expectation is.
We tend to be a little more downstream when it comes to mechanics. We let the game designers come up with the systems and the gameplay that they want the player experience to be, and then we'll take that and see how we're wrapping it up so that it makes sense in our universe. I know one that you were dabbling in recently was the new melee stuff that you were having a lot of fun with.
Yeah, a lot of fun. And again, we'll usually provide some very broad boundaries, just as far as, we don't have necromancy in the universe. Sorry, spoilers. But again, just so we establish the very raw boundaries. But yeah, as Will said, they should create the kind of experience that they want to create, and then we will do a pass on it and bring it into fiction if it needs to be, or figure out how to explain it.
There's, again, another Jump Point. In the upcoming one, we talked about harvestables, and I got to talk a little bit briefly about our role in there. Because it's such a big thing of, how do we collect it? So we really geared that stuff towards what the tier zero requirements were for the harvestables. In the case of the rocks or the minerals that they wanted to be mining, there needed to be a visual hint on them for this first iteration, because our scanning is still a work in progress. So it was important that they have that little bit of twinkle to catch the eye. And so for tier zero, design asked that we limit our list of harvestables to crystalline structures for the rocks, and so that's how that came about, that kind of back and forth.