Standardized YAML frontmatter on all 26 docs/discussions/ files with title, description, type, status, round number, and created date. All marked as archived. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
89 lines
3.4 KiB
Markdown
89 lines
3.4 KiB
Markdown
---
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title: "Round 15: README and Steam Page Placeholder"
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description: "Marketing copy and Steam page placeholder drafted from worldbuilding foundation"
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type: discussion
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status: archived
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round: 15
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created: 2026-02-10
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---
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# ROUND 15: "README / Steam page placeholder"
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**Team Leader (Jeroen):** Miri and Mellanie — need a Steam page placeholder. Miri provides worldbuilding context, Mellanie authors.
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---
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### MIRI (Lore Expert & Worldbuilder)
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Provided worldbuilding framing for marketing copy:
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**The Settled Reach setting core:**
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- Humanity expanded through alien-built gates they didn't construct
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- Wormhole network connects hundreds of systems
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- Infrastructure-as-mystery: the Builders left gates but no manual
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- Neural lattice technology connects citizens to the unisphere
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- Memory cell backups make death temporary (for those who can afford it)
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- Enhancement is political — ascension tiers create societal stratification
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- Gates are physical locations, social chokepoints, surveillance points
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**Thematic anchors:**
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- "Settled" = civilization established but complacent
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- "Reach" = expansion limited by infrastructure they don't control
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- Mystery baked into the setting: who built the gates? Why leave them active?
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**Factions present in prototype scope:**
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- Guardians of Selfhood (paranoid truth-seekers)
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- Senate/political institutions
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- Security/law enforcement
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- Enhanced vs baseline human tensions
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---
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### MELLANIE (Player Experience)
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Authored README.md as Steam page placeholder structure:
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**Key sections:**
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- Hook: "You only know what you can see, hear, and prove"
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- Subhead: "You're not the hero. You're a witness with a gun."
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- Core loop: investigate → navigate → decide → act → survive
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- Feature list: information asymmetry, occlusion-based detection, internal monologue, perception modes, diegetic interface, multiple characters, storyteller, asymmetric combat
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- Setting summary emphasizing infrastructure-as-mystery
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- Replayability through structural randomness
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- Development philosophy transparency
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**Placeholder sections:**
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- Screenshots (lorem ipsum noted)
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- Media / trailers
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- System requirements (TBD)
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---
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**Team Leader (Jeroen) — feedback:**
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**Issues identified:**
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1. Hook "You only know what you can see, hear, and prove" — feels clunky with the commas, doesn't flow naturally
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2. Subhead "You're not the hero" — locks out game modes where player character might be heroic. Unnecessarily constrains tone.
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3. Overall assessment: feels artificial, but acceptable as placeholder until actual gameplay content exists to draw from
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**Accepted as-is:**
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- Structure is sound
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- Feature descriptions accurate to design decisions
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- Setting summary captures core themes
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- Serves purpose as internal reference and eventual Steam page skeleton
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**Artifact:**
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- README.md created at project root (currently untracked)
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---
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### QATUX (Documenter)
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Round 15 complete. No new decisions produced — this was a marketing/copy task, not design. README.md placeholder exists for future refinement once playable content provides concrete examples. Team Leader feedback noted for revision pass when game is further along.
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Team Leader's concern about tone-locking ("not the hero") is valid — player character agency varies significantly by character choice (Guardian operative vs Senator vs investigator). Hook phrasing noted for revision.
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No documents require updating. No re-indexing needed.
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---
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## Decision Produced
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None. Marketing copy placeholder created.
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