3 rounds of SW1 (endgame feature vision) with 5 agents + Qatux. Produced endgame-feature-vision.md (692 lines) covering the full galaxy-to-ground generation pipeline, cultural cascade, replayability architecture, and player experience beats. Workshop was cut short when PO redirected to a 6-phase development cascade (wiki content → economics → planetary maps → player control → world gen → detail coloring). v0.2 target dropped. Heritage roots (D-104/D-105/D-101/D-107) flagged for supersession — real-world cultural corridors replace abstract roots. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
7.6 KiB
SW1 Interview Answers — Product Owner Decisions
Date: 2026-03-24 Interviewer: Team Lead Product Owner: Jeroen
Galaxy Level
Q: Are the 300 systems fixed across playthroughs? A: Fixed galaxy, seeded drama. Same 300+1 (Earth border-locked) systems, same wormhole routes. Internal economic/political state drifts via background simulation.
Q: Cultural geography framework?
A: The 7 abstract heritage roots (Frost/Stone/Tide/Vine/Dust/Iron/Salt) are deprecated as generator inputs. The wiki was written using real-world cultural migration corridors — Commonwealth (North), Iberian/Latin American + Southern African (South), East Asian + South/Southeast Asian (East), Northern/Central European (West) — per docs/design/cultural-migration-pressure.md. The wave model is the backstory explanation, but per-system cultural data is already authored in the 301 wiki entries and systems.db.
D-records D-104 and D-105 (heritage root grammar overlays) are STALE and need supersession.
Q: Galaxy map feel? A: Full information from start. Inserts logically contain a 300-system star chart. No fog on the galaxy level.
System / Location Profiles
Q: How are per-planet/station/moon profiles populated? A: Extend the wiki. Author per-planet profiles as wiki content for all systems. The generator reads from authored data, doesn't generate profiles.
Q: Economic depth of system profiles? A: Full economic profile (endgame target). Multiple industries, power players, historical disruptions. Every economic axis must cascade visibly to at least district and room level.
Q: Settlement replayability? A: NOT seed-based variation. Every run starts from the same wiki-authored canonical state. Background simulation (economic + sociological pressures on spare CPU cores) produces drift over time. Replayability comes from simulation trajectory differences, not seed differences. By the time the player reaches a location the second time, pressures will have changed things. Local painting algorithms work from the current situation, not a static seed.
Topography
Q: How deeply does topography constrain generation? A: Hard constraint. Mountains block corridors, rivers create district boundaries, coastlines produce port districts. Geography creates spatial reasoning the player can exploit.
Q: How are world maps created? A: Authored world maps for all planets and moons. Topography is authored, not procedurally generated.
Q: Does cultural heritage shape settlement topology? A: Historical layering yes, but NOT along the 7 heritage root axes. The cultural axes that matter are the real-world corridor identities from the cultural-migration-pressure document. First cultural wave takes preferred terrain, later waves adapt.
Arrival
Q: What does the player see on arrival? A: Contextual by travel method. Charter flight = port arrival. Gate transit = station interior. Smuggler route = low orbit in the dark. Orbital view is the default for normal transit.
Q: Is arrival a scouting window? A: Yes — made diegetic. An insert context window opens with system stats, a planetary screenshot, and the GTTR (Guide to the Reach) entry. The GTTR entry (already authored narrative) gets enhanced with statistics and art. Information asymmetry starts at arrival.
Background Simulation & Content Spidering
Q: Does the world live before the player arrives? A: Yes. Full economic + social + political background simulation. Needs its own dedicated design workshop.
Q: Environmental archaeology? A: Only from real simulation events. No fabricated history. If there's rubble, the simulation produced the explosion. If there's a memorial, someone died in the simulation. Integrity preserved.
Q: Generation hooks? A: Two key hook types:
- NPC-driven generation: Meet someone from a distant planet (more than casually) → their house, family, friends, neighborhood get generated at that location. Their address becomes a real visitable place.
- News-driven generation: Reach-wide news reports events (gas main explosion in an east_reach town). That location must exist when visited. Sparse frequency to avoid disruption.
Q: CPU load? A: Capped idle-time generation. Background sim runs at capped load. Player's system stays quiet — no full-fan-blazing.
Generated Spaces
Q: Are rooms simulation primitives or visual backdrops? A: Full simulation primitives with LOD. A visited bar needs: monthly turnover, cost, employee count, current staff and visitors. If the player BUYS the bar, deeper simulation activates. Economic success follows regional prosperity (prosperous/faltering/growing/stable). Depth scales with player engagement.
Q: How do NPCs populate spaces? A: Hybrid with evolution. Zone-function baselines (commercial zones get foot traffic). Any auto-generated ambient NPC can evolve into a narrative NPC through player interaction. No hard line between background and story characters.
Spatial Design Principles
Q: Do era transitions leave visible spatial scars? A: Context-dependent. Sometimes spatial archaeology (when people wanted a clean break). Sometimes people keep building what they built. Dramatic shifts bias toward change. Sometimes people start building differently because of culture or taste. Key principle: cohesion at small/middle scale (not messy), variety at middle/large scale (not predictable).
Round 2 Follow-up Answers
Q: World map format? A: Annotated heightmaps (grayscale heightmap PNG + metadata JSON per planet/moon, with rivers/coastlines/biome zones as overlay layers). Additionally, use a planetary shader plugin to generate visual screenshots of each planet (earthlike, jungle, desert, mars-like, ocean, etc.) for embedding in wiki pages and GTTR entries.
Q: Heritage root D-records (D-104, D-105, D-101, D-107)? A: Superseded — clean break. The 7 abstract roots are retired. New D-records will describe how real-world corridor identities (Commonwealth, Iberian/Latin American, East Asian, Germanic) map to room grammar, spatial tokens, and NPC behavior.
Q: Simulation convergence / replayability? A: Reframed. Three key points:
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Player agency is the primary replayability lever. Who you create, what you do, where you go across 300+ systems already provides massive variety. The background sim is secondary variety, not the core mechanism.
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Equilibrium is signal, not failure. A stable economy shows the effect of the player's choices (or non-choices). That's information, not boredom.
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The interconnected network IS the propagation mechanism. Any event that tweaks core dials on any system — corporate disaster, portal closing, political shift, successful development effort — propagates and rebalances through the trade/political network. Corporate disasters are ONE entropy source, not THE entropy source. Bulk import/export lists per system inform both simulation (trade flows) and content (what's on store shelves). Set up the propagation properly and emergence follows naturally.
Process Notes
- Zone type families (Interior/Urban/Natural) are implementation detail for sub-workshop 2, not endgame feature decisions.
- The background simulation system needs its own dedicated design workshop. Design brief: model bulk trade flows between systems with corporate facility dependencies, political pressure, and disaster injection. Central challenge is not "keep it chaotic" but "set up propagation properly."
- Heritage root D-records (D-104, D-105, D-101, D-107) superseded — flagged for Qatux.