<https://forum.guysfromandromeda.com/topic/146-space-quest-roger-wilco-and-the-outer-edge-of-earnon/#comment-119>
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"I'm sorry about this double post. I just couldn't imagine cramming another edit into that same one. \n  \n\n \n  \n\nNearly two months now since my last update. About half of it was a hault in progress, but we managed to get ourselves back together. It comes and goes in phases, and it's all part of the journey. \n  \n\nI dug this pic up to show, cause I've assume everyone will have come to expect a new one with each update by now. It's quite far from being finished, because it will contain much interactive detail. Can you guess what it's supposed to be? \n  \n\nRather than this one, I've actually found myself more interested with the recent capture of Xenon's Capitol City Grounds. It's practically just started, but I aim to have it showable by next update. \n  \n\nTo the real stuff now, while I usually had been hooked on the graphic aspects of the game's production, lately there's been a great recent rhythm on screenplay writing. I've been feeling more enthusiastic about the scope of the story and what the finished game will contain, than I have with any of the art, and for the past 3 weeks, I've basically been hooked on that. \n  \n\nThe rest of the team has been very enthusiastic as well. We now have twice as much screenplay done as we had before (we're now into day 3, which is the last day on Xenon, and concludes the game's \"Beginning Section\"), and when 3 other SQ enthusiasts like yourself, feel just as good about the material, it really helps you to realize what you've got is good stuff. The story itself is quite depthful, yet easy to follow. It's aim is to be as depthful in plot and character development/interaction as SQ5 was, which I believe took the trophy before all others in the series in that subject. \n  \n\nMad_C33 has been dishing out dialogue and descriptions like a professional Sierra employee. Full of wit and humor. Vroomfondel and Questcollector have helped as well in quality assurance areas and in giving opinions and ideas. The whole team has helped in editing and improving upon the script as I have been posting it for them. We established a designated team chat for Saturdays. We all do our best to get together and contribute whatever we can. \n  \n\nAs we come to close on the game's beginning section, a slight tone in mood change will be made. It will not be as streamlined, as it will open up on the Arcada, being such a large ship. Things will become more serious, Several secondary and important characters will be introduced, and Roger will have to work with them together to make his way through the middle section of the game. As I said, emphasis on how much character interaction there was in SQ5. \n  \n\nThough, as the End game section begins to take the scene, things will get lonely once again. Roger will find himself alone. The entire scope of the game is already well established and thought out; it's simply not in the improved screenplay form yet, and hasn't passed the critique of our team experts. It's only a matter of time, a matter of fleshing out and mending everything to flow together in harmony. As a whole, despite it's being a prequel, it's a completely unique and standalone adventure on it's own. \n  \n\nA little insight on the game's ellements. We've been discussing the interface, menu, and replayability. We have some very unique and I'm predicting very effective new ellements which will be introduced into the adventure genre. Still true to it's classic gameplay standards, yet more alive and immediate. \n  \n\nIt's a way explainable but something I'd rather be kept secret and experienced when it comes, for the best enjoyment. Not only is gameplay going to be more unique for the adventure genre, but the game itself will be much longer than the average classic. Not the kind that drags out and puts the player to sleep, but the kind that flows like a masterpiece, mixing and matching the best ellements called for, be it politics, arcade, puzzles, streamlining, or broadening, to capture the effect needed called for by the running plot. With a bit of luck, and continued effort, and so long as we do not loose our \"game-players'\" side to us, and dont' rush things, we'll have a game that will play at least 1 hour and 1/2, hopefully 2, AFTER the player already knows how to beat it, and it'll run so much like a movie, that it won't wear out, if it's a good one. \n  \n\nJust a bit of the pie for now. Probably not the best way I could've explained things, but if I struck your curiosity, I guess I suceeded in my intent. We will continue to make Outer Edge the best thing to us, regardless of what hurtles, or how long it takes. So long as we don't sacrifice why it was begun, every year will have been well worth it. We'll keep you updated. \n"
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