The Content Gap


When you play a single player game you expect a certain amount of effort. There has to be at least the roots of a story present to give you a reason to exist and play in the first place. Heck, even Diablo one, a hack and slash click fest classic, had the foundation blocks of a story. An evil demon burned the village, now go kill skeletons by the thousand. Makes sense.

The modern trend however is not to give even lip service to a story or a single player experience, which in itself isn’t really a problem, either. This is particularly true for matched-play-style games. Deep down, who cares what the story around DOTA or LOL characters is, as long as they can last hit well and rofl-stomp with their ultimate ability. But what about MMORPGs? Isn’t there some obligation to the customer to provide framework for play within the greater world that makes up the RP, part of the game?

Any of you who have followed my work will know where I fall out in this. And this is your fair warning to bail out of a long, winding philosophy piece where I wax eloquent on the value of a good story.

The Story Matters

Anyone who has followed any of my musings knows that I am biased when it comes to story telling. I think its important. Objectively, I could be mistaken, and there are a lot of classic games that have withstood the test of time without any story to tie them together. Take Chess, or even Go, for a good example. The depth of strategy and history of these games is truly staggering in its complexity. But there is no storytelling whatsoever. They are games in perhaps the purest form. But what about Monopoly, or Candy Land? Different mechanics, perhaps, and if anything less complicated strategy than those classics. But try to picture playing Monopoly without the story behind it. It instantly stops making any sense at all. That is a perfect example of a game where the mechanics of the entire game are propped on the frame of the story.

Now skip ahead to your classic video games. The timeless classic of Pong has no story and a super simplistic strategy. But Frogger (yes, I chose it for the pun), without the pixelated form of the highway, makes no sense once again. Then look at the arcade games, and this is where you first start to see bout-style play come into the equation. I remember waiting in line for my chance to fight the current winner on Street Fighter II. The bout-style games needed only the most basic of story, primarily to justify the character’s appearance. The quarters flowed like rain in Seattle. But I also remember the aD&D game, which required a lot of actual reading to play. It too destroyed a ton of my quarters in its time.

What’s Your Point Here, Froggy?

The hypothesis I am trying to form here is that investing in storytelling as a mechanic is a good plan. Unless of course the goal is to create match play.

I am also positing that it has a lot less to do with complexity within the game and more to do with abstraction. The more abstract a game, the less story is needed and the more easily mechanics can stand on their own merit.

Those of you who have followed my writing at all know that I have a love/hate relationship with Elite. In particular, with its stories. The depth and potential is there, however it is untapped and left fallow. For some, this is perfectly acceptable – they get to fly around in their spaceship without feeling overly burdened by the developers. Others, like myself, have taken on the challenge and written stories, but the mechanics actively fight this. The recent Targoid nonsense is a perfect showcase of this. The on-rails events are built up on a rich tapestry of puzzles, but you couldn’t interact in an engaging way. Now with the release of the ‘live’ versions, there is still a harsh scripting that forces you to fight or be ignored. No dynamic interactions.

This is terribly wrong-headed. One brave and enterprising streamer took it upon himself to change the narrative. He created an entire story where, to communicate with the Targoids, he reverse engineered the communication puzzles they had been streaming and he used that to make a coded message in their language. I kid you not, this guy took the time and the imagination to take the designed and one-way communications from the game, emulate then, and send them back into the game (sort of). Once again, the mechanics don’t exist to allow this to be a REAL thing, unfortunately.

Nonetheless, if giant space bugs do start showing up, I want this guy on call.

EVE Tie In

Since I have been asked not to write non-EVE material, I have to create a tie in. On the bright side, EVE is a great example of a third option for story telling with video games. Instead of going abstract with no story, or investing in a great story writer, CCP built a framework and a few tools and said unto us, “Go forth and tell your own story.”

Part of what I feel to be the genius of Eve is that the ‘writers’ have been so hands off. Instead of writing the story, they have explicitly thrown it to the proverbial wolves (the players) to make what we will out of it. Every little space kingdom is hard won, sure, but a lot of how we see these kingdoms has to do with how well the victors wrote the history. Good story management can help bring people to fight on that extra CTA. Propaganda in Eve is virtually an art form. Those shadowy black-ops spies and moles we hear about a few times a year are deeply wrapped in storytelling and narrative, and that is what allows them to be able to exist and function. The Judge’s story. Mr. Mitten’s story. Even the whimsical stories of sacrifices to the wormhole god, Bob.


Perhaps, CCP decided that it was cheaper not to try to write a grand story. Perhaps they were just too lazy, or realized they would be rubbish at it. There is also a lot to be said for not forcing a specific level of participation in the stories. One of the biggest complaints against Code is that they are forcing THEIR story on players who just want to watch Netflix and print ISK via mining without a care in the world. Players all across highsec blitz missions with never a thought for the story of the pirates that they are wiping out.

Then there is the case of the Space Pope. Someone who has taken role playing and storytelling to the next level, all well within the much neglected and overlooked lore of EVE itself. There are lots of ways to skin this particular cat, but CCP happened to stumble onto something that is truly special.

They all make EVE the game that it is. And while we are responsible for the writing of many of the stories, we all owe CCP a tiny bit of gratitude for not thinking that they could do it better.Who really knows. But I for one am happy to have this substantial loom to weave on and the freedom to choose the colors. I deeply believe that in some distant future, these stories will be the myths from this age. Perhaps, Heinlein Jordan and Tolkien are not in the same league as Homer or Euripides. Who can tell who or what will survive the grinding wheel of time (see what I did there). Just as we study Chaucer, perhaps the musings of humble bloggers and commentaries on video games will be worth examination, and we will be the authors that future students will roll their eyes over having to read and analyze.


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  • Pretty much every single good thing about EVE Online came from the fact that CCP had no money when they put the game together. It’s literally the “Jaws” of the MMO world. (For those not aware, Jaws ended up being a good movie basically because the animatronic shark they built for the film constantly refused to work, forcing the director to find ways of inferring the presence of the menacing critter instead of showing it to the viewer)

    November 21, 2017 at 4:13 AM
    • Arrendis Ganthrithor

      That, and Spielberg being a good enough director to find those ways and focus on the characters, with the fear and unseen menace of the shark as another character.

      November 21, 2017 at 1:19 PM
      • Yeah. CCP did a good job too– they realized they couldn’t fund the creation of content for their game, so they figured out a way to build a wonderful open world instead. Crowd-sourced procedural content generation 😛

        It’s just a shame CCP are trying to hard to improve the game now… every time they give players powerful shortcuts that they’ve dreamed about, or implement overpowered new things nobody asked for in the first place, they make the game a duller, less-interesting, less risky place.

        November 22, 2017 at 1:33 AM
        • Arrendis Ganthrithor

          They did. And I respect that they’re continually trying to find new features and mechanics to make the game more engaging and interesting…

          … but one of the biggest ways to make the game engaging, one of the biggest and most easily-accessible things they could use… is story. There are trillions of people in New Eden. We could easily be hearing about a dozen tiny storylines every month, without it making the place seem ‘too populated’. But that’d take investment in a part of the game that isn’t easily monetized.

          November 23, 2017 at 7:41 AM
  • Alaric Faelen

    Good read.

    One problem with CCP’s approach is that it’s great for those of us in null sec but no one else. CCP challenged us to create our own empires and we did. Those empires are dynamic and evolve constantly.
    But the rest of New Eden is totally static. Nothing seems to have any impact on the game outside of sov null and the LP market from low sec. You can murder millions of NPC pirates and they keep on coming. Your empire can ‘lose’ their FW war completely yet there is no effect on the losing side felt outside the LP market. No reason to care what happens outside the sphere of content you personally engage in. No sweeping reforms or changes that define one NPC empire from another. For all the lore lovingly crafted for each- it goes completely unseen within the game.

    There is a wealth of lore around the game and virtually none of it gets used. We’re given so much backstory but then it just abruptly ends. CCP doesn’t seem to release new content along some kind of story arc but just randomly assign the new content to some lore faction.

    I will give credit where it’s due. CCP may mix things up with high sec gate camps and such. I like the direction they are going with this dynamic PvE instead of farming ‘dungeons’.

    November 21, 2017 at 7:03 AM
    • Diachi Yamato Alaric Faelen

      If there were ramifications for losing your fw space, players would either switch side or just stop playing because the game is piling on the odds which are already stacked against them (this is what they already do).

      Lore wise, scope news does features on player events and they are trying to direct an npc narrative.

      November 21, 2017 at 11:08 AM
      • Arrendis Diachi Yamato

        Yeah, but the Scope is only visible out of game. That’s part of the problem: to get to any of the story of what’s going on, you can’t be in-game. Scope, Chronicles, the World News, all of it is out of game.

        So someone playing EVE… doesn’t really see what’s happening. The basic, simple news that their character would be aware of is exactly what they can’t see.

        CCP’s trying to make player-driven events ‘happen’ in their game world… but those events don’t actually affect their game world except for very isolated situations (the Kyonoke Inquest? If the players had failed, would they have blown up those stations, killed off the capsuleers involved, and glassed a Caldari planet to keep it from getting out?), or in very small ways (Decide which T3D gets built first!!). Worse, the game world’s events really don’t affect players.

        Other than a handful of RPers, does anyone actually care that the Empires are fighting a constant, covert war against the Drifters? Did it matter to anyone’s gameplay which Heir won the Amarr Throne? Did the State and Federation almost going to war earlier this year (Real war, not the CEWPA-mandated Arena Bloodsport of FW) even make prices in Jita twitch?

        November 21, 2017 at 1:17 PM
        • Alaric Faelen Arrendis

          Well I wish people cared. I bash FW a lot but only because it’s current incarnation fails on every level. I would love for it to be premier content and contribute to the ongoing evolution of Eve. Many times I considered doing FW, but every time I’ve roamed low sec looking for fights, all I found were empty systems and stabbed kestrels warping out the moment anyone hits their D-scan. I can’t see leaving large, co-ordinated fleets with strategic objectives and actual stakes on the line…for orbiting a beacon and getting no fights. And all of it for nothing as far as the game is concerned.

          FW needs to impact high sec. Maybe jack up tax rates or increase NPC gate camps or something. Losing a war should be felt by the citizenry. That would give them reason to care about what happens in low sec and maybe take up the cause themselves. New Eden needs more good old fashion racism between the empires.

          Overall CCP did an amazing job creating a rich backstory– then do absolutely everything they can to render it all moot.

          November 21, 2017 at 4:35 PM
          • Arrendis Alaric Faelen

            I can’t see leaving large, co-ordinated fleets with strategic objectives and actual stakes on the line…for orbiting a beacon and getting no fights.

            You mean Aegis sov? 😉

            Yeah, we all know what that was based on. But you’re right: I wish people cared, too. I wish CCP could find that sweet spot of making the players’ stories not overshadow, and not be overshadowed by, the background story of New Eden. Ideally, they should wind around one another seamlessly… and the lore team works really hard to produce some really good stuff… but three guys who aren’t only doing that, and who don’t get the kind of upper-management support they deserve…

            They need more people.

            November 21, 2017 at 5:39 PM
          • Alaric Faelen Arrendis

            They could always use more people.

            High Sec and to an extent low sec need to be dynamic places with an evolution of their own. The sov empires evolve and CCP puts a lot of effort into maintaining that evolution…but it leaves the rest of the game sort of floundering to motivate players to take a side, or do any particular thing.
            I think racism is a good thing for a game. A hot war between people that hate each other is a content driver. CCP created all this backstory for animosity, then ignored all of it and created open borders with a glorified soccer match for a ‘war’.

            November 21, 2017 at 7:22 PM
          • Anon E. Moose Alaric Faelen

            To do that and make FW worth something, would mean making the empires dynamic and growable. Systems at FW tier 5 for long enough may become eligible to become high sec. To keep from running out of low sec system, a mechanic would have to be put in place to reclassify null sec systems into low sec. To keep from running out of null sec systems, more systems will need to to explored for to increase the size of New Eden.

            And that last part is very unlikely in the current thinking of CCP.

            November 22, 2017 at 1:37 AM
          • Alaric Faelen Anon E. Moose

            That would be great. But on a lesser scale…I say;
            Add ‘pirate’ as a 3rd party that degrades zone control if not dealt with giving ‘pirate’ a legitimate career arc as well as a common enemy for FW pilots to deal with.
            Link taxation or even empire naval reactions or presence when that empire is losing the war decisively. Imagine forcing Jita to lose it’s dominance as a trade hub. Even when Amarr lost all their space Amarr itself remained a trade hub. It should have looked like Rens does…..akin to a Somali farm stand instead of a trade hub.
            I get that high sec needs more stability than being able to be taken down by one guy with keys to a citadel…but the empires should reflect the winds of war on it’s citizens.
            I would LOVE to see all systems lose one ‘point’ of sec status- thus all .5s become .4 systems. Totally rewrite the map- trade routes, trade hubs, border crossings….and reflect the loss of control that all old empires eventually face.
            It’ll never happen. But it would be fun to sit back and watch the fall out.

            November 22, 2017 at 8:40 PM
          • Arrendis Anon E. Moose

            As a thought: why not a mechanic to allow border high-sec systems to be degraded into lowsec as the warzone fighting spills over?

            November 30, 2017 at 6:18 AM
          • Arrendis Alaric Faelen

            I completely agree there. I think the CEWPA wars are a terrible source of stagnation, and Low/High-sec should be far more dynamic and responsive to combat. Heck, I even pondered how to do it. 😉

            But who knows if CCP’ll opt for that kind of thing.

            November 23, 2017 at 7:36 AM
        • I dunno, when I first started playing EVE I kind of found that aspect attractive TBH. I thought it was cool that instead of cramming some NPC-based storyline down players throats, EVE instead basically dumped you– penniless– into this big, expansive world and told you to fend for yourself. I thought it was fairly radical… “Here’s your little character and a spaceship the size of a shoebox. Want to fly something big or make real money some day? Find a way to get paid to do something. Good luck!”

          Then again, I loved single player games from the same genre as a kid. I used to play a lot of Escape Velocity, and I spent a ~*ton*~ of time playing that game as a sandbox before ever really engaging with one of the storyline arcs. In fact, the only reason I did end up finally completing a storyline was because at some point I ended up boarding and successfully capturing a Rebel Destroyer, not realizing that ship types themselves could change your standings to any of the NPCs. I thought I’d take a small standings hit with the rebels for stealing one of their spaceships (even though it had technically been disabled by opposing NPCs before I boarded it, so really I saved everyone) and continue rocking around the universe doing my own thing. Instead, the Confederate side started shooting me everywhere I went and I wound up more or less confined to the periphery of the galaxy. I was also offered a bunch of Rebel missions (apparently stealing one of their ships made them fond of you). So I finally did end up doing storyline stuff, but only because I took sides by accident.

          Anyway. Yeah, faction warfare could be improved. But I don’t know that CCP opting out of sort of nudging the players into storyline-related gameplay is a bad thing. I think it’s kind of great. The only shame is that so many players never seem to get involved in the player storylines, and end up playing EVE as a single-player game. In some ways, I think it might be better if CCP removed some of their (very dated) NPC-related content–
          combat missions, ratting, etc. Maybe in the case of NPC-related vs player driven content, “good” is the enemy of great…

          November 22, 2017 at 1:49 AM
          • Arrendis Ganthrithor

            People shouldn’t be pushed into storyline-related gameplay if that’s not what they’re after. But the stories should be there for people to get into, interact with, and impact if they do want to do that. Right now, that’s not there. You can save The Damsel. Yay. She’s being rescued a hundred times a day, by the same people, over and over again.

            What players do in lowsec and highsec should matter, just like it does out in null. Yeah, you’ll have some stuff that’s just ‘the daily grind’, but we all do that. It’s called life. The things that should affect things… should affect things. FW’s stuck in a tiny little fishbowl, but if it wasn’t… if players could actually destroy one of the empires…

            … would anyone even care?

            If there’s a part of the game nobody cares about… worse, if the part of the game nobody cares about is what you introduce people to the game with (ie: the empires themselves)… isn’t that a problem?

            November 23, 2017 at 7:49 AM
    • Arrendis Alaric Faelen

      Your empire can ‘lose’ their FW war completely yet there is no effect on the losing side felt outside the LP market.

      That’s by design, actually—even from an in-character perspective. The CEWPA (CONCORD Emergency War Powers Act, I think?) set up the FW zones at the request of all four empires in order to have a place where the empires could keep capsuleers at arm’s length, but still close enough to retain their loyalty and usefulness. All of FW is basically a completely meaningless bloodsport that the empires let capsuleers compete in and spend money and lives fighting, with little to no danger to civilian populations (because CONCORD doesn’t let you target or even see civilian traffic unless a corporate agent has designated that traffic a threat in some way?).

      After 8 years of it, and given that capsuleers are supposed to have basically rockstar status among the baseliners of New Eden (right down to fan clubs and cults in YOUR HOME TOWN!™), they’ve probably got betting going on most worlds, fantasy leagues, fully broadcast coverage of timers, etc.

      Not that they’ve explored any of that in the lore, but it’s pretty much a given that that’s how it would play out. People have been betting on (and cheering on) bloodsports for thousands of years. It ain’t gonna stop just cuz we’ve got antimatter munitions and relativistic death salami.

      November 21, 2017 at 1:27 PM
      • Alaric Faelen Arrendis

        Even that lore explanation doesn’t make much sense. As you say- it seems more like a sanctioned sporting event than a ‘war’. Which is probably an underlying reason why FW is broken to begin with. A fake war is no way to drive conflict. But does explain why FW ‘soldiers’ are so keen on warp stabs and running away– what is there to die for? LP payouts? Not exactly tapping into nationalistic pride with that.
        Certainly no empire would waste resources on fighting a war that is unwinnable by design. And I can’t think of a worse premise for what should be the top RP content in the game.
        We have two major PvP conflict drivers in Eve with FW (fight for your empire) and Sov (create your own empire) yet one dominates the game and meta while the other dominates warp stab sales.

        November 21, 2017 at 4:23 PM
        • Arrendis Alaric Faelen

          It is a sanctioned sporting event. The empires don’t take the CEWPA warzones seriously. The population certainly isn’t raising any fuss. Stations don’t even change from Gallente to Caldari or Amarr to Minmatar.

          So really, who takes it seriously, except for maybe the baseliner crews on capsuleer ships? Of course, most of the activity in the warzones is in small and novice complexes, so it’s mostly frigates, which don’t have crews. So nobody needs to take it seriously as a war.

          As for nationalistic pride… seen the World Cup?

          But see, none of the empires are wasting resources fighting a war that’s unwinnable by design. Think about it like FIFA or the NFL. Broadcast coverage ad revenue. Merchandising. If there’s fan clubs and cults and crap, I bet joining a FW Militia gives them rights to sell jerseys, miniatures, reconstructed simulation videos of your best fights…

          All for the price of some implants, some modules you still pay money for, and a few upgrade-unfriendly placeholder IHUBs. The militas make money directly, and the empires double-dip on the taxes generated, too.

          Keep in mind: the capsuleer economy cannot possibly be even close to the size of the baseliner economy. Two hundred thousand (high estimate) eggers become vanishingly small. when compared against trillions of people just buying food.

          November 21, 2017 at 5:34 PM
          • Dirk Stetille Arrendis

            Point of information: Frigate vessels do in fact have crews, they’re just very small complements. IIRC, it’s roughly 12-15 crew members per frigate.

            November 23, 2017 at 5:04 PM
          • Arrendis Dirk Stetille

            Nope, they’ve updated this in the last couple of years, and I think even had it put into the Frigates of EVE book. Capsuleer frigates don’t need crews.

            November 24, 2017 at 5:15 PM
          • This is sad news because even brand new people should feel something for the lore.

            The Lore of Eve and the old (not that long but still) fortnightly stories were brilliant backstories and there’s no reason why PvE content can’t have more importance to the butterfly effect, except of course the outrage from people being in the wrong time zone or those thousands having that particular week/month off.

            CCP hasn’t been good at events; historically speaking.

            I thought frigates had crews of hundreds and battleships had crews of thousands, capital ships, tens of thousands. Why did they reduce those numbers?

            November 26, 2017 at 11:45 PM
          • Arrendis Sidrat Flush

            Probably got hard to explain how a million battleship rats could die with nobody caring.

            November 27, 2017 at 4:07 AM
          • If there are tens or hundreds of billions of humans scattered across the empires, it’s not going to be noticeable. A bit like the WH40K lore. Does a population count exist for Eve?

            November 27, 2017 at 7:01 AM
          • Sounds worthy of more fiction really.

            I’m sure families of crew members just assume they are not returning and are pleasantly surprised if they ever do. Mostly I imagine family members don’t take the risk even for the massive amounts wealth.

            November 28, 2017 at 9:23 PM
          • Arrendis Sidrat Flush

            Man, that’d be a sucky life. I remember my dad being gone for six months at a shot on CVs when I was growing up. I can’t imagine how upsetting him boarding ship would’ve been if I hadn’t expected him to come home again.

            November 30, 2017 at 6:16 AM
          • Perhaps we should demand more from our Eve PvE experience to capture the essence of all types of lives in New Eden.

            November 30, 2017 at 8:30 AM
          • Arrendis Sidrat Flush

            I generally think we should… but since CCP still hasn’t gotten the message of ‘hey, maybe you should expand your IC ‘shit happens again’ coverage past just the goddamned Amarr’, I doubt we’re gonna get it.

            November 30, 2017 at 9:27 PM
  • Alot


    The lore of Diablo 2 was quite literally my childhood – and it remains one of the highest quality lore basis I have come across and a beautiful fusion of a deep conceptual debate and mindless hacky slashy. Back in the day computer games came with manuals which would spend a few pages explaining how to install the damn thing and then dedicate entire chapters to detailing the background of the game and most of the characters in it. Diablo 2 dropped humanity between two opposing forces, the corrupting chaos of hell (a straight forward, tangible effect which warped the lands Diablo walked across) and the illusive and unobtainable standards of heaven (which were described as being restrained and hard to fathom (in Diablo 3 you find out that is because the angiris council can’t count to 5 without the entire angelic bureaucracy falling apart)) which forever left mankind able to grasp at little more then uncertainty, forever sacrificing pieces of their past and pieces of themselves to ensure that future generations would have the chance to face an ancient and unknowable world on the morrow.

    Then some guy wrote the lore of Diablo 3 like an over enthusiastic fan fic and killed my inner child – which preserved the grim nature of the Diablo franchise in a way I wasn’t quite expecting -.-

    When you dealing with digital worlds, the goal is always to give meaning to the interactions you make within that world – to give an emotional impact to coverup for the fact that there is no corporeal impact to anything you are doing in there. So while story telling is not the only way to give in game interactions worth, it is an extremely effective (and often low cost) way of doing so.

    The best way to describe the relationship is as follows. Consider you scream out “For Narnia” and punch some random guy in the street, you have effectively combined a narrative and a game. You could just punch some random pedestrian and by the same note you could just shout out “For Narnia” but both activities are fairly empty and esoteric on their own while the combined effort produced a result greater then their individual parts.

    November 21, 2017 at 3:46 PM
  • Freelancer117

    What is the current up to date aggregate site monitored by ccp and/or it’s volunteers for new eden’s background stories, like chronicles and new eden today rp posts, etc ?
    Maybe even the covered inn news stories from past major live events and npc shenanigangs. Also are the books Tony Gonzales wrote still canon ?

    November 22, 2017 at 7:42 AM
  • Lekly

    CCP does have a very offhand style of influencing the narrative. They do things like create the existence of the drifters for the change in sovereignty mechanics, but then drop it. I remember thinking, “Oh that’s cool” at the time when the Amarr Titan was being scanned by a player (Space Pope I believe) and they blew him up. Those kinds of interactions are what sets Eve apart from other games. The problem is that these story clips aren’t followed through on and leave things feeling stunted. There should be an obvious conclusion to the little narratives CCP does implement that create some kind of shift in the gameplay, even if it’s minor.

    November 22, 2017 at 2:57 PM
    • Alaric Faelen Lekly

      I get the feeling that the lore is simply a tome of trivia the devs plunder when they need an in-game excuse for the magical appearance of some new thing or mechanic. There never seems to be an over-arching story related to anything else, and exactly as you say– are then just completely dropped.

      I remember when Devs used to fly around on Tranquility (sometimes in amazing Jove ships) and players would dogpile them for the KM.

      CCP also gave up on live events after that one fleet they attempted. That’s a different topic, but just another thing CCP started- had a ton of interest in- then walked away from completely.

      November 23, 2017 at 5:24 PM
  • Bill

    Yeah. I couldn’t give a rats ass about what the races and corporations of Eve supposedly did to each other back in the day, or yesterday. I thought I might in 2003, when I chose the race of my characters to align with my personal values.

    Now, the only lore I care about is what I’ve lived for the past 15 years. I have a visceral dislike of some entities because of how they play the game, or in some cases, played the game 10 years ago. That’s the lore that matters, and keeps me logging in. Some dude calling himself the space pope and doing his version of cosplay? Meh.

    November 22, 2017 at 5:22 PM