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Design: Pillars

September 28, 2025โ€‹

  • @Galactic_15
  • @ImplementsLegend
  • @jyu
  • @maloki
  • @MooMarMouse
  • @Rev
  • @Sp3cialK
  • @WarrenGore
  • @ybhappy

Game Design Pillarsโ€‹

Current Pillarsโ€‹

  • Shape Your Own Path
  • Meaningful Progression
  • Prioritized Experience

Statusโ€‹

  • 10 approvals received, no suggested edits
  • Will be written into game design document draft if no drastic changes
  • Conclusion for feedback: tomorrow

Purposeโ€‹

  • Foundation for making design decisions
  • Intentionally broad taglines to apply across all systems (combat, crafting, etc.)
  • Three pillars chosen to avoid overlap
  • Different from team values (which govern interpersonal interactions)

Shape Your Own Path Discussionโ€‹

Player Options Philosophy

  • Emphasis on player choice within reasonable balance constraints
  • Concern raised that complete freedom makes balancing impossible
  • Current options perceived as limited, need expansion toward sandbox approach
  • Goal: Multiple valid solutions without breaking game balance

Missing Elements

  • Accessibility options added under "prioritized experience" after forum discussions
  • Additional elements may be identified through feedback process

Pillar Analysis Frameworkโ€‹

Template Usage

  • Design bulletin contains pillar analysis template with example questions
  • Contributors can reference when creating proposals

Example Questions Shape Your Own Path: "Does this meaningfully increase valid play styles or reduce railroading?" "Are there any hidden fixed role assumptions?"


Core Player Experienceโ€‹

Phase Two Focusโ€‹

Capture player fantasy in single sentence supported by verbs and emotions. Example Statement "Explore dangerous Rifts, where choices shape your fate and every run changes how you play."

Supporting Verbs & Emotions Explore โ†’ Curiosity Fight โ†’ Tension Build โ†’ Wonder

Additional Suggestions Surviving โ†’ Tension, resilience, desperation, contentment Exhilaration/Elation โ†’ From successfully surviving challenges

Design Guidelinesโ€‹

Statement Criteria

  • One or two lines maximum
  • Easy to remember and clear
  • Applicable to specific systems
  • Avoid generic verbs like "fun"
  • Highlight core loop without needing to cover every game aspect

Additional Topicsโ€‹

Emerged organically through discussion

Game Loop Expansionโ€‹

Beyond the Rift

  • Include base/home activities outside of Rift exploration
  • Balance quiet moments with fast-paced action
  • Tension requires pacing with quieter periods between action

Action Anime Example "It's both the quiet and slow moments as well as the fast-paced, action-packed moments that make it fun."

Genre Classificationโ€‹

Primary: Action RPG (consensus, listed in welcome write-up) Additional mentions: Roguelike, Extraction Shooter Most games combine multiple genres (e.g., Borderlands = FPS + Action RPG elements)


Next Actions

Forum Post for Phase 2โ€‹

Official post coming Monday or Tuesday Community can submit core player experience ideas

Design Philosophy Noteโ€‹

This phase involves abstract, meta-level thinking to establish game foundation. Future design work will be more concrete once groundwork is laid with shared understanding.

Feedbackโ€‹

Open to criticism, concerns, and suggestions for improvement DMs available for those preferring private feedback Positive feedback also welcome


Timeline Pillar feedback deadline: tomorrow Next meeting: Next Saturday, couple hours after big meeting Phase two focus: Core player experience definition