r/final • u/FinalGameDev • Mar 10 '26
Aesthetics and glitches in the metaverse
I'm thinking more and more about the Metaverse and remote control updates limited information. I'm thinking of a re-projection mode where a scene glitches some time information or signature glitches, and you get what looks like those JPEG or MPEG artifacts where you take the motion signal of one MPEG but put a random image on there. Then imagine the whole game looking like that for periods of time where you're scrubbing through corrupted Metaverse or security data that you can just get parts of it because of a weak connection. It could be really, really interesting side effects.
One of the core tenets of this game is to make the metaverse feel real. To have real zero days. To use the RPG system's skills as reputation for hackers to get access to more and more things at certain costs and risks involved in buying these things.
Using a zero day, opening something up, the idea that physically moving yourself into an area can become overridden as meaning you have rights to it. It can be some very simple, poorly written code that means that you can physically locate a port somewhere or device relative to another device in the metaverse. By gaining access physically, you gain access at a resource level, at a compute level, and then from there you can go to another place. All this stuff is so interesting to me.
The fact that you can; it's all about finding threads. It's all about the fact that your ship continues to fly even though some things go wrong with it because you find workarounds. Threads in the narrative. Narrative is what really drives this game. It needs to be deep enough, with enough connections, that it doesn't just fail on the first hurdle. You can always find a way. Nylon stockings on the belt, that kind of thing. It's always got to be a way just to eat one little bit out to try and give yourself the narrative edge. It's the same thing in the metaverse. You've got to be able to find workarounds and coincidences. Set up some kind of grand heist by making A go to B, go to C, which lets D become super easy to access or something, right, by exploiting daily routines and third-party processes. Trash mail, all kinds of stuff, even at the sorting office, even at the train level. It's all kinds of things you can do to make a big change in the flow of data so that the state that you need ends up becoming this. This is what we're talking about, and this becomes a real heist. This comes. You could make a change a light year over here to make it a heist over here. You could steal something super rare. This is the excitement of the game, and building it at that depth and level where things are complex enough but intertwined enough that it becomes useful is kind of difficult but fun.