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