Design: Core Player Experience (Consensus)
October 12, 2025โ
- @Rora
- @Galactic_15
- @ImplementsLegend
- @jyu
- @maloki
- @MooMarMouse
- @Nyoms
- @Rev
- @Sir_James_Ender
- @Sp3cialK
- @WarrenGore
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- @Wout
Focusโ
- Phase Two Goal: Create shortlist of 2-3 player experience statements for unofficial forum vote
- Statement moves to Game Design Document (GDD) for public vote
- Analysis and grouping of forum submissions from last meeting
- Define core verbs (3-5) and emotions for GDD
- Meeting guide/handout created for reference
Player Experience Statement Submissionsโ
Group 1: Curiosity, Challenge, and Masteryโ
- Merged Statement: "I journey through shifting rifts where curiosity drives discovery, challenges forge mastery, and every step reshapes who I become."
Group 2: Preparation, Growth, and Returnโ
- Revised Statement:
"I prepare, adapt and learn through ever changing rifts, facing the unknown, honing my craft and returning stronger each time."
- Changed "refining" to "honing" (feels more personal)
- Focus on preparation, growth, and repetition cycle
Group 3: Transformation and Resilienceโ
- Focused on challenges and overcoming them
- Fresh condensed version created as single sentence
- Discussion on "discovery" with randomly generated rifts
- Questioned if discovery fits with procedural generation
- Alternatives: lore discovery, abilities/kit discovery
- Suggested replacements: "new findings," "pioneering," "exploration and revelation," "unearthing"
- Revised Statement: "Each rift changes me: through struggle, pioneering, and survival I emerge wiser and more capable than before."
Group 4: Shared Exploration (Multiplayer)โ
- Strong resonance with multiplayer experience
- Poll planned: single-player vs multiplayer player base
- Theme to be explored further even if not selected for final statement
- Revised Statement:
"Together we explore fractured rifts, uncover lost knowledge, and return home with stories and strength to share."
- Changed "realms" to "rifts"
Core Verbsโ
- Target: 3-5 verbs for GDD. Submissions grouped by theme.
Explorationโ
- Submissions: Explore, Discover, Trailblaze, Pioneer
- Selected: "Explore" (aligns with Minecraft's existing verbs)
Growth and Adaptationโ
- Submissions: Adapt, Learn, Improve, Evolve
- Selected: "Adapt" AND "Learn"
Mastery and Craftโ
- Submissions: Craft, Build, Refine, Perfect
- Selected: "Honing" (craft initially suggested for Minecraft alignment, changed to honing)
Challenges and Perseveranceโ
- Submissions: Perseverance, Preserve, Persevere, Overcome, Survive
- Discussion: "Live" too general, "conquer/master" has negative connotations
- Debate: Strive vs Endeavor +
- Strive: trying, overcoming, getting better (more negative tone)
- Endeavor: hopeful, relaxed (rifts won't be relaxed)
- Overcome: might be too hopeful
- Selected: "Strive" AND "Endeavor"
Progression and Achievementโ
- Focus: Player progression and improvement
- Question: Does category fit or should it be omitted?
- Selected: "Progress" (encompasses the theme)
- Design Principle: Respect player's time, each playthrough should feel like progress
Acquisition and Resourcefulnessโ
- Focus: Loot mechanics
- Submissions: Acquire, Scavenge, Plunder, Steal, Haul
- Discussion:
- Acquire: too merchanty
- Scavenge: loot goblin, scrappy feel, neutral term
- Plunder: viable option
- Steal: implies specific playstyle/PvP
- Selected: "Scavenge" (neutral, doesn't imply specific playstyle)
Transformation and Returningโ
- Submissions: Change, Grow, Become, Emerge
- Discussion: Emerge too positive, rebirth doesn't work as verb
- Concept: Players keep items, only gain new things
- Selected: "Evolve" (implies forward progress even in loss)
Cooperation and Creationโ
- Focus: Multiplayer aspect
- Submissions: Support, Share, Unite, Cooperate, Teach
- Challenge: Must apply to single-player too
- Rationalization: Cooperation with guilds/hub world in single-player
- Discussion: Teach implies player-to-player (doesn't fit single-player)
- Selected: "Cooperate" (most open-ended)
- Additional: "Learn" broken out as separate viable option (connects with "grow")
Emotion Themesโ
- Emotions players should feel every playthrough (not necessarily every play).
Curiosity and Discoveryโ
- Submissions: Curiosity, Wonder, Mystery
- Selected: "Curiosity" (broad and overarching)
Challenge and Resilienceโ
- Submissions: Perseverance, Tension, Confidence, Grit
- Discussion: Tension reads negative/horror game
- Selected: "Challenged" and "Resiliency" (engagement without negative connotation)
Mastery and Accomplishmentโ
- Submissions: Pride, Joy
- Selected: "Accomplishment"
Growth and Transformationโ
- Submissions: Progress, Change, Improvement
- Felt already covered by "accomplishment" theme
Awe and Amazementโ
- Submissions: Amazement, Inspiration
- Selected: "Awe" (seeing something amazing, discovering something cool)
Anticipation and Riskโ
- Submissions: Fear, Excitement, Uncertainty
- Selected: "Anticipation" (covers both negative and positive aspects without being purely negative)
Belongingโ
- Concept: Fits both single-player and multiplayer
- Selected: "Belonging" (acceptance in game world and community)
Freedom and Explorationโ
- Submissions: Wanderlust, Adventure, Liberation
- Note: Adventure skipped (Minecraft has "adventure mode")
- Discussion: "Wanderers" vs "wanderlust" suggested (liked for exploration guild context)
- Selected: "Wanderlust" (desire to wander and explore)
Additional Topicsโ
Emerged organically through discussion
Design Phases Overviewโ
Seven phases total:
- Pillars
- Core Player Experience (current phase)
- Core Loop
- Meta Loop and Player Progression
- Different Systems
- Content and Economy Design
- Beta Public Side iteration and refinement
Next Actions
- ...Playtesting 0.2.0 in voice channel one (right now)
- Updates to the meeting guide
- Unofficial votes initiated in design space (pick top 3 choices)
- Outcome of votes drafted into GDD
- GDD (including core loop) presented to all contributors for official vote and feedback
Timeline
- One week given for feedback before vote
- Goal: Start on mechanics by November