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Ground Control
Design was the whole thing. So, we had a lot of hard science fiction a gos. And so with ground control, it's like, howdo you get the right amount of hard science that would suit a story? But then leave plenty of room for this kind of, like whimsy in style? That's the whole plase. It feels like and the elevator that gets you from part to par a. I think something that i'm realizing as i listen to you talk about ground control is that, as a player, it feels super expansive a but now thinking about it from a design perspective, it's actually incredibly economical.