đź§ľ Game Design Identity: What WotR Is (Phase 1)
Companion guide to help follow along during meeting
Starting point for defining what kind of game Wanderers of the Rift is and what core values guide its design.
Goal​
We are not designing individual mechanics, abilities, or systems yet.
We are here to explore:
What kind of experience is WotR meant to be, who is it for?
contributor submissions and groups them to reflect, blend, and align on shared design
1. Game Vision​
“What kind of game are we trying to be?”
Format:
WotR is a [type of experience] where players [core fantasy]. Unlike other packs, it focuses on [distinctive trait].
Submissions​
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A) Action-focused Minecraft experience. Sharp, rewarding combat. Depth unlocks over time.
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B) Extraction shooter feel; high risk, high reward. Base + player progression after each run.
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C)Creative sandbox extraction with ARPG elements. Player freedom front and center.
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D)A modded Minecraft Action RPG built on Rift-based dungeons, loot progression, and guild-based questing.
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E) Minecraft-first, with roguelite ARPG elements. Designed so Minecraft players can pick it up easily.
Common​
- The Rift is central. Procedurally generated. Combat, loot, and risk
- Progression is meaningful and escalating. Players unlock new systems and shape future runs
- Focus on player-driven strategy and builds, not just fast-twitch combat
- This isn’t a generic modpack. Purpose-built with a loop and identity
2. Primary Player Focus​
“Who are we designing around?”
Format:
Our target player enjoys [playstyle], with support for [secondary style].
Submissions​
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A) ARPG-style build crafting and combat-focused players. Creative play supported, but not core
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B) Combat/build synergy players. Solo or co-op. Automation optional
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C) Minecraft modded players open to ARPG. Minecraft is the entry point, not ARPG
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D) Fans of PoE/Diablo/Last Epoch who want that power loop inside Minecraft
Common​
- Combat and builds are the core experience
- Automation, tech, and sandbox are supportive tools, not the focus
- Solo and co-op both matter, neither is sidelined
3. Core Gameplay Loop​
“What do players do again and again and why?”
Format:
Players prepare by [activity], enter a Rift to [goal], then return to [progression/reward loop]
Submissions​
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A) Build synergistic loadouts, tailor Rift keys, extract loot to unlock progression
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B) Choose quests/modifiers → fight in Rift → return for rewards + future prep
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C) Use flexible tools & potions → creatively fight mobs → iterate builds
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D) Loop length varies. Rifts last 20–60 min. Flexible progression methods (farming, crafting, etc.)
Common​
Prepare → Enter Rift → Fight → Extract → Upgrade → Repeat
- Agency in prep
- High-stakes Rift runs
- Return for unlocks
- Escalation and variety
4. Design Pillars​
“What values guide our design?”
Format: Short thematic statements like “Respect the Player” or “Progression Unlocks Power”
Submissions​
- A) Evolving Simplicity
- B) Players Shape Their Path
- C) Respect the Player
- D) Risk = Reward
- E) Power Growth Feels Earned
- F) Flexible Builds
- G) Let the Player Play
- H) Challenge Without Forced Meta
- I) Play How You Want
- J) Short or Long Sessions
- K) Solo or Co-op First-Class
Common​
Themes that showed up across multiple submissions:
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Agency
Let players shape builds, choose paths, define goals -
Respect
Avoid grind-for-grind’s sake, reduce friction, don’t punish curiosity -
Replayability
Meaningful, escalating progression and build variation -
Accessibility
Supports both short bursts and long sessions, solo or group -
Challenge
Risk has weight, survival matters, power feels earned
Redraft Pillars on common themes​
- 1 ??
- 2 ?
- 3 ???
- 4 ????
- 5 ?
Next?​
- Ability architecture
- Gear / Itemization
- Guild design
- Early game flow
Let’s make sure we know what we’re building before we build it