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Design: Vision, Player, and Loop

July 26, 2025​

  • @rachaelrose1212
  • @Divides By Zero
  • @Galactic_15
  • @andydirk
  • @HellFirePvP
  • @ImplementsLegend
  • @jyu
  • @maloki
  • @Sp3cialK
  • @WarrenGore
  • @Wout
  • @Zing

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