Thanks for making an introduction, Andrew. It's reassuring to know that Brad isn't the only one intent on interacting with the community as development continues. Hope it isn't inevitable that we'll end up getting the game spoiled for us by learning too much ahead of time. It may be a lot to hope for, but I'd like to think there can be a happy medium between having open interaction during the development without ruining any of the experience when we actually get to play.
I don't play as many games as I used to, but I've watched a lot of stuff about Grey Goo and despite the fact that it's a totally different genre with a much more serious tone, it seems to have been fairly well received!
One of the lesser acknowledged aspects of SC2 was the fact that despite it being Paul Reiche's sandbox, there was such a variety of creative talent folded into it. You could almost sense it even without knowing based simply on the variety in the alien designs, the different music styles, and the overall personality in everything that it wasn't just the singular vision of one person, but a group of people with a close camaraderie who had a sense of humor about what they were making.
I find it completely brilliant that the framework of the game is being developed with community content creation in mind, as Brad has mentioned. It's as if you guys knew that there was no possible way to make all the fans happy! So unless I'm horribly mistaken, it sounds like rather than making it all about Stardock's vision, I get the sense that it will allow a little bit of everyone's vision to be seen. That is as remarkable as it is daunting!
I'm curious how much of your previous experience as a producer will work its way into Star Control. Would you say any of that contributed more to getting the job than simply being a Star Control fan?
It can't be easy having such big shoes to fill, but aside from wanting the game to stay true to the spirit of Star Control 2, what would you say are some of the least obvious development challenges in getting the project off the ground? Since this franchise has an emphasis on creative character interaction and levity, would you consider your role to be more creative than technical in nature?