0386715c6dd60c1ae7de41e38eacd710c13b4ab8
Full team worldbuilding round establishing the original SF setting. Miri's foundation brief covers: dual-tier gate network (Founder Gates + Span Gates), the Interstitium and Builders, neural lattice with four enhancement tiers, two-tier death with sleeve economics, six factions, the Meridian information network, and infrastructure- as-mystery as the core hook. Team reactions from Gore (Threshold concept, "cost of knowing" thesis), Ozzie (delivery via system manipulation, water cooler moments), Nigel (character-as-lens replayability, Unbound as secret weapon), Paula (interpersonal relationships layer, post-hard-death dialogue, faction conversation signatures), and Gestalt (clean mechanical mappings, imprint-as-save proposal, v0.1 scope cut). Key consensus: Severance dual-naming, stable topology with shuffled politics, single Gyre seed in v0.1, interpersonal relationships as next design priority. Unstated design principle: the player should eventually realize the loading screen was the most important thing in the game. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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