August 16th, 2024
Scaling back
https://www.youtube.com/watch?v=899Owtx-vz8&t=51
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Snutt
Over time, the narrative for the game has gone over many different iterations of various scopes.
At one point, the narrative grew into something overwhelmingly big, and we weren't sure we were going to be able to deliver on our vision.
And Hannah, who is our lead writer, also had responsibility for world design and stuff like that, so she already had a lot on her plate.
So we decided that we wanted to aim for a good story that we felt was manageable to implement for us.
We've talked about this many times on streams and videos in the past, but our goal for the narrative of Satisfactory is that we don't want it to take sort of center stage, and we don't want it to be disruptive.
We want the narrative to fit the current game, and we don't want it to change what people are already familiar with.
Satisfactory is first and foremost a factory-building game, and if you don't care about the story, you can pretty much ignore it.
It will sort of play out in front of you, but you don't have to pay attention to it.
We don't want to remove any agency from the player either, so there won't be any cutscenes or anything like that that will interrupt you from playing the game as usual.
So don't expect a big story campaign or anything like that.
There will be an ending to the game that you're working towards, but it won't distract you from the existing core loop of the game.
But one of the main reasons why I'm making this video is because the story in 1.0 has changed since its initial conception.