“The material reality of the people living in the setting informs the actual stories being told,” says Dollarhyde. “What does it look like when a colonial empire comes to your backwater island and says, ‘Hi, we’re here and this is ours?’ When we’re designing characters, quests, and content, we’re not looking at them and saying, ‘What type of character is this?’ or ‘What’s this person’s trope?’ It’s more about what they believe in. What they want, what influences what they want, and what they intend to do. It’s much more about belief and necessity.”