Design: Core Player Experience
October 4, 2025โ
- @galactic_15
- @kiarajclyn410
- @kinkymal
- @revatile
- @rmzing
- @warrengore
- @dividesbyzero
- @sp3cialk
Phase Two Goalsโ
Objectiveโ
Create single-sentence player experience statement describing what it feels like to play Wanderers of the Rift. Format Examples
"As a wanderer, I..."
"I go through these rifts to [blank] and [blank]..."
Game Experience Analysisโ
Warm-up Exerciseโ
Identify moments in other games where you thought "this is what I love about this game" - focusing on how it made you feel rather than what you did.
Key Patterns Identifiedโ
- Impossibility and satisfaction from learning systems or crafting solutions
- Mastery through practice and overcoming challenges
- Build crafting satisfaction from fine-tuning and optimization
- Hidden discovery creating sense of accomplishment
- Escalating tension leading to relief when overcoming odds
Referenced Game Examplesโ
Hollow Knightโ
Finding hidden secrets not necessary for progression Mastering combat through repeated attempts Rewards came from own abilities and skill development
Warframeโ
No defined meta due to detailed crafting depth Tune every stat of character/weapon for anything Build crafting creates "more than sum of its parts" Steel Path acts as skill check for system mastery "You either quit or you get down and dirty and fix the problem"
Risk of Rain 1 & 2โ
Escalating tension leading to satisfaction Overcoming impossible odds creates accomplishment "Bitch I Lived" feeling from being surrounded then succeeding
Guild Wars 2โ
Hidden places found through achievements or no hints Hidden bosses and unexpected build combinations Example: Necromancer build that also heals team (Unexpected synergies)
Subnauticaโ
"I dive into unknown depths, scavenging and surviving against all the terrors of the deep"
Hadesโ
"I fight, die and grow stronger as I defy the gods and break free from the underworld"
Application to Wanderers of the Riftโ
Build Synergyโ
- View gear as cohesive whole building toward synergy Example: Rune gem increasing damage based on health, encouraging high-health builds
- Unexpected combinations like DPS healer builds Example: Buff turning splash damage into heal for nearby teammates
Hidden Contentโ
- Hidden lore in secret rooms or quest paths
- NPCs with hidden angles revealing story
- Hub world secrets (some stories unlocked through right paths)
- Rare encounters (Champion rooms, themed bosses (queen bee))
Discovery Mechanicsโ
- Hidden locations and bosses tied to lore discovery
- Rare structure + theme combinations yielding unique bosses and items
- Recipe discovery preserved and hidden from JEI initially
Candidate Statementsโ
Proposed Conceptsโ
"Sharpen your teeth on new challenges while optimizing your build" "Rise to the ever-increasing challenges of the rifts" Dungeon crawl vibe with anticipation and fear of what's next Exploration emphasis similar to No Man's Sky feeling
Statement Requirementsโ
- Single sentence describing player feeling
- Captures core loop essence
- Can be supported by specific verbs and emotions
Supporting Verbsโ
- Explore
- Discover
- Scavenge (looting but making from trash/recycling)
- Acquire
- Preserve
- Craft
- Progress
- Persevere (pushing through challenges to rewarding outcome)
- Overcome
- Accomplish
- Trailblaze
- Pioneer
Supporting Emotionsโ
- Target Player Feelings
- Scared (anxious tension, not jump scares)
- Anticipation
- Amazement
- Joy
- Eager (to progress, re-engage with loop)
- Curious
- Wanderlust
- Awe (unexpected discoveries, new Rift themes)
- Sense of purpose
- Progress
- Accomplishment
- Pride (in build, gear)
Implementation Considerationsโ
Hidden Locationsโ
- Best implemented in hub world due to randomly generated overworld/rifts
- Hub world may be static map allowing persistent secrets
- Rare champion rooms in rift generation
Teamwork Mechanicsโ
- Caveats like proximity requirements promote cooperation
- Build synergies that benefit team play
- Unexpected combinations creating new playstyles
Single Player vs Serverโ
- Suggestion to survey player preferences
- Need to accommodate both playstyles
Additional Topicsโ
Emerged organically through discussion
Mastery Approachโ
- Combat system requires practice through frequent fighting
- Dying implies desire for good challenge with real risk
- Accessibility options as adjustable dials
- Standard play state can be challenging with options to adjust
Challenge Balanceโ
- References Hollow Knight: Silk Song early beetle enemy (one-shot capable)
- Different play styles allow for various approaches (including cheese strategies)
- Sufficient difficulty creates satisfying "high" when overcome
Next Actions
Forum Activityโ
- Forum post open until October 13th for additional ideas
- Repository for drafting player statement
- Post partial statements, verbs, or emotions
- Keep posts concise (1-2 sentence quotes if relevant)
Idea submissionsโ
Use idea submission forum for new mechanics
Design discussionsโ
Design forum for in-depth analysis of established systems Continue discussions in design general channel
Meeting feedbackโ
DMs or report system for critiques and suggestions
Timeline
CPE submissions by October 13th
Next meeting: Next Sunday, more CPE as well as open discussion
Later October Phase three focus: Meta Loop
- Examine meta loop of gameplay after settling on player statement
- Revisit previous discussions
- Compare loop to pillars and player experience
- Ensure alignment with overall vision