Narrative in 0.96 aka Movie Night With David

I’d like to take a moment to talk about the development of narratives in the last update, and maybe in the game in general. I should note: this is a process post, not a lore-dump. So this is about how I went about coming up with these ideas and implementing them, not what Baikal Daud’s favorite flavor of ice cream is. More on anti-lore later. But yeah, I’m dying to talk about all of this but I have to play it fairly close to my chest to avoid spoiling what we’ve got in mind for the long game.

Two things first.

1. As anyone who’s written creative fiction knows, it’s terrifying to work on something for over a year and then show it off to who-knows how many thousands of people all at once. Especially in a field you’re not really ‘proven’ in (though, uh, arguably this feeling was far more pronounced with the introduction of the Galatia missions. There, yes, I was legitimately freaking out a bit. This time, much more confident and comfortable.

… Nonetheless, not everyone is going to like what you do. But I’ve been in games for, what, almost 15 years? And shipped at least one trainwreck. C’est la Vie! Regardless: You’ve all been very kind.

2. And: I know you guys want narrative payoff for the hanging plot threads at the end of Galatia, for the Gates, and now for the fate of the Church and Askonia. And I want to give them to you! But we have to do it when we have the mechanics in place to do it right. I know that sucks to hear, but I think playing the long-game will pay off. (- I think the narrative slow-burn that eg. Andor did was really, really smart because the payoff was fantastic. I have no idea how Disney executives approved that show and let them get away with what they did.)


Oh yeah, this is going to have spoilers for v0.96 story missions. You’ve been warned!


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The State Of Affairs

The Now is what the ancients would call “year 3126.” We do not call it that anymore. It is pointless to cite large numbers that remind us how far we had come, and how far we have fallen. Since we do not even know where Old Earth is anymore, and cannot reach it – we use a new way of telling time, the sector cycle. In our sector of space, it is cycle 206.

Not much is known about the ancient past. What we know is what survivors recorded or told us. They described a vast galactic nation – the Domain of Man. Spanning hundreds of thousands of worlds in the Milky Way, ruled by the Ecumenical Benevolent Council, with its seat at Old Earth… It is told that one could travel the stars in the blink of an eye through gates constructed by the men of the Domain. Resources were nearly limitless, growth was not bound. Our sector was relatively new on the scene. Some worlds in it had only been settled for 20 or so cycles before the great calamity. The populations of the planets in our sector were still giddy with the initial excitement that every new venture brings. The sector was truly a heaven that we can now only dream of, hoping we go to a place like it when we die.

No one knows for sure what caused the end of this paradise. The records and stories only tell us bits and pieces. Exactly 206 cycles ago, all gates in our sector went dead at once. All communication links to the Domain were severed. Initially, there was no great disturbance in the daily lives of the colonists, it was assumed the gates would be reopened by the Domain, and communications reestablished. So they waited. But the gates were silent.

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