Who cares
Constituencies. The deliberate audience is wide and gaming-shaped. Named: "Vibe coders" ("It's just a lot of vibe coders"), "classic game lovers," and "fans of the original Hitchhiker Game." One speaker centres "indie gamers," widening to "fans of indie games, board games, you know, ARGs" and "basically global indie gamer community." Added later: the "LARPing, like live action" crowd at "the connection point between physical and digital." Beneficiaries also include "game studios who get a chance to collaborate," "companies that offer tools for developing games," and "3D modeling companies" wanting "those tools out to people."
Nuance or tension. The surprise inversion is that the audience is not only players but other game-makers: the team wants to "insert the, like, Marvin AI and the different Hitchhiker characters" into "other people's games as NPCs," so other universes' games become a venue. The scope is explicitly global and decentralized, leaning on the Global Game Jam reach of "300 countries or 200 countries and 30,000 people."
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