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Design: Core Player Experience (Consensus)

October 12, 2025โ€‹

  • @Rora
  • @Galactic_15
  • @ImplementsLegend
  • @jyu
  • @maloki
  • @MooMarMouse
  • @Nyoms
  • @Rev
  • @Sir_James_Ender
  • @Sp3cialK
  • @WarrenGore
  • @KiaraJclyn410
  • @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