Wiki

Experience Principles

This page exists to stop the project from becoming complicated in the wrong ways.

Status: Planned

This page exists to stop the project from becoming complicated in the wrong ways.

The target is:

fun, challenging, rewarding, and readable

Not:

boring or requires an engineering degree

Core Rule

Complexity is allowed in content density, encounter variety, and build expression.

Complexity is not allowed in:

  • Understanding basic progression
  • Reading the next goal
  • Using mounts and traversal tools
  • Managing ordinary crafting
  • Joining a co-op world mid-progress

Design Principles

One New Idea at a Time

  • Introduce one major system cleanly
  • Let players use it before piling on another layer
  • Avoid stacking three different new resource gates in the same moment

Challenge from Play, Not Obscurity

  • Difficulty should come from fights, movement, and planning
  • Not from hidden recipes or unclear unlock conditions
  • Not from needing external wiki tabs open

Short Reward Loops

  • Most expeditions should pay off with something meaningful
  • A trip can reward materials, relic progress, mount progress, a field-guide objective, or a structure unlock
  • Players should not spend long sessions feeling like nothing happened

Setback without Deletion

  • Death should create tension without deleting inventory or experience
  • Failure should usually cost time, position, or event momentum instead of hard-earned gear
  • Base defense should create pressure through readable breaches, not random world destruction

Adventure over Repair Churn

  • Progression gear should support long expeditions instead of collapsing into a durability tax
  • Players should feel excited to improve favorite gear, not annoyed that it needs routine replacement
  • Upkeep, if any exists at all, should never drown out the adventure loop

Clear Next Steps

  • The Trail Ledger should always point toward something useful
  • Optional content can branch, but the player should still know where the mainline is
  • Unlock messages and boss rewards should clearly imply what changed
  • Boss summon rules should be learnable in-game

Build Expression without Homework

  • Relics, weapons, armor, mounts, and grapnels should create many viable builds
  • But a player should not need deep math or perfect optimization to have fun
  • Good enough builds should still feel strong and rewarding

Verticality without Friction

  • Traversal tools should reduce frustration, not create button bloat
  • Mounts and grapnels should feel responsive and understandable
  • Falling, climbing, gliding, and route-finding should feel empowering

Controller-First Readability

  • Core play loops should be fully workable on a DualSense
  • Menus should favor focus navigation over tiny cursor work
  • Waypoint setting and map reading should be practical on controller
  • New systems should always expose clear button prompts

Co-op Respect

  • Important rewards should not be easy to grief by accident
  • One player learning faster should not leave the other locked out of fun
  • Shared goals should be easy to understand

Anti-Patterns

Avoid these:

  • Recipe chains that feel like tech-mod bureaucracy
  • Important materials hidden behind overly rare random drops
  • Boss summons with unclear sourcing
  • Controller-hostile screens that require a mouse for ordinary actions
  • Constant repair churn that turns progression gear into disposable maintenance
  • Inventory or experience deletion as the default death tax for adventure progression
  • Random mob griefing that destroys player work without adding meaningful play
  • Dimension unlocks with no breadcrumbing
  • Too many currencies with overlapping purpose
  • Systems that only become legible after reading patch notes

Success Test

If a new player can answer these questions by just playing, the design is healthy:

  • Where should we go next?
  • What are we trying to craft?
  • Why did that boss matter?
  • How do we call that boss back?
  • What did we just unlock?
  • What cool traversal tool did we gain?

If those answers are fuzzy, the docs need correction before implementation.