Design: Vision, Player, and Loop
July 26, 2025​
- @rachaelrose1212
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Game Vision & Genre​
ARPG as Core Identity​
- General consensus is that Wanderers of the Rift is an Action RPG built in modded Minecraft.
- Central themes:
- Combat and skill-based builds.
- Loot-focused exploration and player progression.
- Players define their fantasy through build crafting and choices.
Not Just a Label​
- Avoid overcommitting to terms like “extraction shooter” or “roguelite.”
- Labels like these help communicate vibes, not strict mechanics
- Community and content creators may ultimately define the pack’s genre more than the devs
Positioning Compared to Other Packs​
- Emphasis on custom integration, not a kitchen sink modpack.
- Avoids leaning too heavily on automation, farming, or pure sandbox building
- Minecraft familiarity is a plus, but not the focus
Target Players​
Primary Players​
- Players who:
- Enjoy build-crafting and ARPG-style combat
- Are open to Minecraft’s modding systems
- Prefer solo or co-op PvE over PvP
- Are drawn to games like Path of Exile, Diablo, Last Epoch
Audience & Tone​
- Not a hardcore experience
- Targeting casual ARPG fans, with flexibility for both structured progression and creative expression
- Okay if it’s “not for everyone.” Expect it may not appeal to some players
PvP Discussion​
- PvP considered problematic due to build imbalance
- Potential for instanced combat (e.g., gladiator arenas), but not core gameplay
- Shared sentiment: PvE remains the priority
Gameplay Loop​
Core Loop Summary​
- Out of Rift: Craft, upgrade gear, prepare builds.
- In Rift: Kill mobs, complete objectives, loot rewards.
- The loop repeats with upgrades feeding into future Rifts.
Poll Results​
- Interactive poll during the meeting showed:
- Rifting was the most enjoyable part of the loop.
- Reinforces that Rift runs are the core player draw.
Rift Entry​
- Low friction emphasized.
- The goal is to make base Rift entry cheap, with power gains coming from in-Rift performance.
- Avoid forcing farming or gating basic access behind grind.
Mod-Supported ARPG Loop​
- Proposed structure:
- Enter Rifts easily, with low barriers
- Farm to get stronger within the Rifts. not just to access them
- Mods should feel like a natural extension of the progression loop
Additional Topics​
Emerged organically through discussion
20–60 Minute Session Target​
- Proposed range for a Rift run: 20 to 60 minutes
- Not a hard cap, but used to guide objective design and loot pacing
Concerns​
- 60 minutes might feel long unless it's a special quest or multi-part objective
- Player attention spans vary. shorter sessions may appeal to a broader audience
- Final duration will be adjusted based on playtesting
Soft Timers & Mechanics​
- Suggestions included:
- Soft timers: Difficulty or instability increases over time
- Loot-weight pressure: Limited inventory capacity discourages long stays
- Use of backpacks and skill trees to alter item weight and movement penalties
Item Weight & Inventory Design​
- Item "weight" discussed conceptually:
- Refers to strategic value or interaction cost, not physical mechanics
- Minecraft’s default system gives every item high weight (e.g., small inventory)
- Progression can involve upgrades that reduce friction while maintaining tension
Player Guidance & Onboarding​
- Some guidance is necessary, especially for Minecraft-first players
- Example tutorial flow:
- "Here’s the ability bench. Here’s how you upgrade your gear. Now go do a Rift."
- Not aimed at expert pack players or heavy tech automation fans
Build Diversity & Synergy​
- Build crafting should support multiple viable paths
- Synergy between abilities, gear, and stats is a defining mechanic
- Suggested skill interactions:
- Minion builds
- Stat-based bonuses
- Movement/speed-based advantages
Next Actions
- Pillars discussion was postponed to a future session
- Create a pre-meeting post to gather and define proposed pillars