https://x.com/shinobi602/status/1912956867887661534?t=P5OZREx8wbBvVf8Q8J-9FA&s=19
Exodus | Huge Q&A with Jesse Sky (Creative Director) and Drew Karpyshyn (Narrative Director, former Lead Writer on KOTOR and Mass Effect)

As the game deals with time dilation, can't say what the minimum or maximum time span is to experience the whole story without spoilers, but wanted to give players enough time to get attached to their home world and characters

Things advance at a rapid rate after initial missions, centuries may have passed by the end

There will be an Awakened companion (sentient, independent animals)

Varied Quests: Some will be on your home world, some will be in your local star system, and others will take you to far off distant star systems

Overall structure similar to KOTOR and Mass Effect 1

Classic hero's journey story -> start out in humble beginnings as a salvager trying to scrape by on a dying world. You know you're destined for something greater, build a better life for you and loved ones, things get complicated as you grow more powerful/influential on your home world. The more you venture out and help your civilization, "the more you draw attention of hostile forces that vastly outmatch you"

Game structured around linear story missions + some open exploration and roleplaying beats in your home city

Team priority was to "tell an epic story with choices that matter" with as much agency as possible in that story

There are times you can choose the order you tackle story missions and side quests, but not an open sandbox

Relationships and romance "huge part of the game", complicated by your interstellar missions and choices that deeply impact your friends, family, romances, other characters

Drew Karpyshyn: "For me it's more about how the story is shaped by your travel. How your journeys affect you, your home, your companions, your allies, your enemies, what is the point of the travel[...]what are the consequences and how will that change your experience as a player"

Large Celestial Civilizations: Crown Dominion and Mara Yama are the two largest/main Celestials, many subspecies of Changelings (bio-engineered species under the Celestials)

Once your home world becomes technologically advanced enough, "they start taking an unhealthy interest in you"

Your home world was created by a Celestial dominion that is now extinct, big part of the game is investigating the ruins of the culture to find out what happened to them

Playing as a Traveler, you're part of a loosely knit group of adventurers who have an overarching goal to 'elevate humanity' in a galaxy that is very hostile, but the way that is done varies from traveler to traveler

Dynasties: A system developed by travelers, basically people who share your beliefs, share your systems, are loyal to you, who can you leave behind on your home world so when you return years/decades later, things have progressed the way you envisioned

Different dynasties on different worlds, some in conflict, some are allies, have their own agendas. Some oppose you, some help you

The "Rot": A powerful phenomenon that affects Celestial tech, makes it degrade, break down, malfunction. Origins are very mysterious, unknowable, will slowly destroy your home world if you don't find a way to save it

Wanted the story to convey "the richness of the human experience", show people in a hopeful but realistic light. Elements of heroism, romance, tragedy and comedy

Game stories hit you on a number of levels, creative director Jesse Sky feels games have recently been very monotone (too cynical, too idealistic, too detached from human nature)

Want the story to reflect the messiness of life, striking a balance, every individual is a mix of good and evil

There are outcomes that only a small percentage of players will likely discover depending on how they play

Drew Karpyshyn: "There definitely will be things as a player where you think you've played the whole game and then you find out that your friend had something very different or you'll go online and you'll see and you'll say 'oh my god I didn't even think that was possible"

Many different phases that your civilization will go through over years, many unique combinations that result from choices. That complexity has been one of the deepest parts of the development of the game and why it's taken so long to get to a place the team feels good about