Craig P

@Craigp
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Green energy day job, game dev / design talks & tutorials at night.

Youtube: https://www.youtube.com/channel/UCFL6-QAPmuin1iXUY1MEe0g

He/him

Hey, I know every video game studio these days comes out with a "we didn't MEAN to ship AI art, it was intended as placeholders" excuse after they get caught-

Have we started asking them what percentage of their game is uncopyrighted, since those images and that text can't be copywritten?

Have we asked them if they know how much control they have over distribution of a partially public domain game?

We can use ALL the offscreen story elements to support each other.

The lives of your crew are mostly spent away from base - but so are all your supports. Your contracts. Your politicians.

If we understand that, we can just do whatever we need to do with those lives to show you your successes, your failures, what that means to your people, what that means to the world.

Specifically because it's not limited to your base and the actual presence of people on it.

But these are responses to successes and failures of our base construction.

If things go well at the mech factory, how do we reward the player, how do we tell them things went well?

Number go up?

Sure. But also -

Show brief conversations between workers as they head home, celebrating success and mentioning they're going to propose to their GF.

And then - you can cut across to the carnage your mecha have wrought on the battlefield, the smouldering ruins, and give a cheery "VICTORY!" popup.

Well, here's the thing - there's no reason those exotic faraway lands of, uh, suburbia, can't simply reflect our base too.

This is especially true if our technologies and products are based on their obsessions.

They go home - and then they drink to forget the horror of the day. They go home - and they propose to their girlfriend because there was a big breakthrough at work.

The only issue with these is how to express them casually. We don't want to have them reported in a big list.

If it's the story of the base you're building, then obviously the goal of your base matters.

If the goal is life support - like in DF - then things like room and board matter.

But if the goal is manufacturing cookies or giant war mecha, room and board are not going to add to that except in very specific situations.

Instead we would simply say "the employees go home at night".

But -

What about their lifestyles expressing our successes and failures? 80% of their life is spent away!

Would it make sense for you to build them bedrooms in your Video Game Dev Studio game?

No, of course not. The point is that when they fail to reach the faroff beds they actually have, it's a sign of crunch, a sign of overwork.

You're not running a hotel or an apartment building, beds aren't part of the story.

So they are abstracted out.

That's the point: what story do you want to tell? What mechanics can offer you progressions that tell that story?

The progression of establishing and refining room and board adds to the story of your base... but that's because EVERY progression adds to the story of your base. There's nothing particularly critical about room and board.

For example, if you're making a video game studio in any of the Video Game Dev Office Builder games, you go from one scrappy little dev working long hours and sleeping under the desk to a team of devs in slick offices going home on time, because it's a fantasy.

But in many cases, that is simply a distraction, and most games of DF or Rimworld or any other similar game involve "stamping out" boilerplate room and board and just shrugging off the lifestyle implications because it's The Norm.

Now, that isn't to say the boilerplate doesn't help tell the story of your base, as your people go from sleeping outside to sleeping in a dorm to sleeping in individual tiny rooms to sleeping in a palatial estate-

But we can say that about any progression system.

You are trapped into providing room and board and social opportunities for everyone in your base because they have no Other Place they go to.

Every base MUST feature room and board and social opportunities and-

And if your image of what your base should be involves those things, it works out. If you're imagining a frosty mountain cliff where fantasy dwarves dig for gold, sure. You style their taverns and their sleeping quarters and their temples and you like it.

If the successes and failures of your base design are embodied by the lifestyles of your population, then obviously the more life they style in your base, the deeper, more diverse, and more clear that feedback can be, right?

Well, not necessarily. Because there are a lot of decisions you make in your base that have nothing to do with what you want your base to be about, and that influences lifestyles in ways you don't care for.