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.