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Design: Genre, Core Loop, Motivation, Progression, Crafting

July 19, 2025​

  • @rachaelrose1212
  • @Adashira
  • @andydirk
  • @Galactic_15
  • @HellFirePvP
  • @ImplementsLegend
  • @Jjo240
  • @jyu
  • @KiaraJclyn410
  • @maloki
  • @MooMarMouse
  • @Rev
  • @Sp3cialK
  • @ybhappy
  • @Zing

Genre​

  • Ongoing clarification of what kind of game is being built. Described as:
    • Action RPG with an emphasis on dungeon crawling and mob killing.
    • The term extraction was debated. While not strictly accurate, the concept of going into Rifts, looting, and escaping does apply and we could make this fit closer to an extraction if desired.
    • Consideration for roguelite elements: players may retain long-term progression, but lose loot on death.
    • Early Reddit pitches framed the game as “roguelike,” but current direction favors progression-focused gameplay.
  • Agreed not to lock into terminology too early. Suggested to define mechanics first, then decide on genre labels.

Core Game Loop​

  • The primary loop is:
    • Collect resources → craft key → enter Rift → kill mobs → complete objective → exit Rift → regear → repeat.
  • Two loops proposed:
    • In-Rift loop: combat, objectives, loot.
    • Out-of-Rift loop: gear management, preparation, upgrades.
  • Goal is to keep Rift entry low-friction—outside gameplay should enhance but not gate Rift access.

Game Pillars​

  • Pillars are foundational principles, not features:
    • Player Choice: agency in how goals are approached.
    • Player Progression: advancement through gear, abilities, access to tougher content.
    • Discovery: secrets, lore, NPCs, hidden rooms.
    • Evolving Simplicity: gradually introducing complexity.
  • Noted that some items listed as pillars may actually be gameplay features.

Motivation / Incentives​

  • Discussed why players enter Rifts:
    • Gear upgrades
    • Skill enhancement
    • Completionism (e.g. collections, quests, bosses)
    • Exploration
  • Suggested long-term goals:
    • Museum collection
    • War libraries tied to guilds
    • Singular epic questlines
    • Divine Essences

Combat & Player Progression​

  • Addressed whether players are incentivized to kill mobs or simply avoid them.
    • ARPG standard: mobs drop loot or XP.
    • Current system: clearing mob spawners unlocks rewards.
  • Suggestion to explore locked rooms with enemy-clear requirements.
  • Killing mobs may tie into gear crafting via unique mob drop components.
  • Balancing XP around killing mobs as primary source of advancement.

Gear Progression & Crafting​

  • Consensus:
    • Game should emphasize loot finding, with crafting as a fallback for unlucky players.
    • Crafted gear should:
      • Require rare materials (possibly mob drops).
      • Be expensive or resource-intensive.
      • Use limited socket pools for modularity.
      • Be distinct from looted gear in function or customization.
  • Ideas proposed:
    • Mystic Forge-style systems (combine materials → gear).
    • Exchange Gambling (Trash gear → unique currency → roll targeted gear using currency).
    • Tiered gear:
      • Base gear → crafted gear → looted gear
      • Gear crafted from Rift resources could have randomized sockets/gems.

Game Development Philosophy​

  • Avoid starting with disjointed mechanics; build from core game purpose.
  • Mechanics must support pillars and gameplay loop, not exist in isolation.
  • Importance of scope discipline: knowing what fits vs. what to cut.

Discussions & Open Threads​

  • Pre-meeting post and threads encouraged for broader participation.
  • Example question for next meeting: "Why leave a Rift?"
    • Considered distinct from “pre/during/post Rift” structure.
    • Bag space is currently the only hard reason to leave.

Next Actions

  • Posts to continue topic development
  • A 15~30 minute buffer will be added between this meeting and BIG meeting to accommodate attendees.
  • Next meeting will focus on 4 questions:
    • What kind of game are we trying to be?
    • Who are we primarily designing for?
    • What will players do repeatedly?
    • What values and design principles should guide development?