Weird game industry moment: watching that 4 hour video on Star Wars Galactic Star Cruiser and seeing someone you used to work with was likely heavily involved in its creation ๐ฌ
Every few weeks I think about a setting where the writers introduced a fascinating piece of lore late in the story that completely invalidates everything about the story and then just... never acknowledge it.
"Whoops, accidentally made our entire story the worst possible story we could have told in this setting. Lol. Lmao. Nobody will notice."
Or - and here's an idea.
Or you could tell A GOOD STORY. One your setting amplifies and supports.
The aliens are all "flavor text" aliens. But if you learn any lore, you quickly realize "authoritarian space cop fights off space zombies" is the weakest possible story to tell.
For example, there's the teeeeeeny tiiiiiny little detail that all of spawn is owned by ancient telepathic aliens that need to breed with other species and everyone seems perfectly happy with that.
"Yeah, the asari are basically mindflayers but hot. And they run society and everyone's fine with it. No, we aren't going to go into it. Instead, here's a gun, go kill zombies."
Imagine being human space cop, then being promoted to citadel space cop...
And realizing, holy shit, Cerberus is right. The aliens are literally all mind controlled. Good thing I have that weird chip in my head they gave me.
Imagine if you did most of the same things, but instead of space zombies actually arriving, the threat was the council's reaction to the historical finds.
This is something that bothers me about a lot of game plots - a lot of them are about shapeshifting spies ermagawd more shapeshifting spies it could be aaaaaanyone-
And it's like... no, they'd just run things?
They'd be the government.
That's how it really is - spies are an arm of a government. Sure there's (insert any government you don't like here) spies, but there's at least as many spies from your nation keeping your overlords in power.
We've got this cheap egg cooker that plays the loudest, most terrifying alarm you've ever heard when it's done cooking. My wife requested that I make it "less aggressive" so I hacked it into the most gentle egg cooker of ALL TIME
Ugh, I finally decided to grab some #unreal assets from the shop (free ones) and I can't figure out how to put them in a project.
The only way it seems I can is to "create a project" based on those assets in the Epic Games Store Shopfront (unrealenginetab), then manually export every fuckin' asset to a format I can import somewhere else.
Yesterday, I talked about the idea that player crafted goods in an MMORPG could give visual shows depending on how players created them. For example, eating a sandwich would have a kaleidoscopic particle effect representing the ingredients and prep.
It'd be something the players could control, not just a few canned options. So even if the stats are the same, you get different experiences.
Especially if you can see other people's, and if you do course-based meals, drinks, whatever.
If this month released the new Tropical Joys locations, that comes with a bunch of new paints, some new materials for brushes, maybe a new canvas material, and so on.
Those can all be used to paint the "same picture". The result will look the same (aside from maybe a small palette tweak) and will have the same stats.
But you can have an entirely new experience looking at it, because the new paints and such have different effects and progressions attached to them.